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Grimoire gameplay and hints thread

Discussion in 'Golden Era Games' started by JarlFrank, Aug 4, 2017.

  1. Piotrovitz Learned

    Piotrovitz
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    Awesome :shittydog:

    Couple of more:

    1. Is switching human bard to feyfolk necro or burrower thaumaturge a good idea? Isn't having two pure spellcasters a bit of an overkill?
    2. What's the benefit of prestige classes like pirate or jester? Do they have i.e extra skills or spell selection?
     
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  2. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    1. It's really up to you and your playing style, but for me 3-4 pure spellcasters seem normal. And yes, the Barrower Thaumaturge is a great choice, especially if you want to multiclass. It is the easiest one to multiclass in general and one of the few that can realistically become a Jester (though that requires really advanced multicassing). Necros start out weak and only become powerful later.

    2. Yes, they have extra combat skils that other classes do not have.
     
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  3. Piotrovitz Learned

    Piotrovitz
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    Holy fuck, the beginning is hard as hell, even if I start at the sanctuary and get the free lvl up.

    Most of my CC spells don't seem to land often, even when cast at higher levels - bugs and brigands seem to be highly resistant to almost everything.
    Thankfully frontline of 2 saur berserkers, drake metalsmith, and naga assassin does help to get shit done.

    I don't get how the bard instruments work - I got the sleep lyre in main hand, and the thistle whistle in off-hand, which doesn't seem to do anything. I assume it can cast shrill sound, but I don't get how to use it. Unequiping lyre from main hand does not help.

    Does it work only if I get extra attack? : |
     
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  4. Dorateen Arcane

    Dorateen
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    The off-hand will activate when that character gets an extra attack on their turn. Instruments can also be used from the inventory bar, so it is not necessary to have an instrument equipped in a bard's main hand slot. I often put a weapon there. When you are assigning actions before a round, you select the USE command, and click on the instrument of choice. If you do have a musical item equipped, I believe it should work when that character attacks. However, the music skill needs to up around 20 or higher, to work effectively.

    Same with spells, each magic-user class has a specific skill associated with their discipline, such as Sorcery for Wizards, Litany for clerics and of course Necromancy for necromancers. You will need to pump up the numbers on those skills, in order to see magic work consistently.
     
    Last edited: Mar 19, 2020
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  5. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    Did you unequip the weapons of the Saurians and other assorted beastfolk?
     
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  6. Piotrovitz Learned

    Piotrovitz
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    Got it now, thanks Dorateen! Life is easier now.
    I can't recall the sleep from lute to land even a single time tbh, even though I put points in music on each lvl up.

    As for magic skills, I pump those up as well - aeorb sage has sorcery around late 50s, but i.e confusion seem to hit pretty randomly/rarely. Same with feyfolk wizard and blinding flash, which is almost always resisted even by the lowest brigands.

    @ Lady
    Yeah, frontline beasties are using claws/bites.
    Since the party creation was kinda overwhelming, I allowed myself to check some basic tips on wiki, even though I usually like to go full blind on my first playthroughs.
     
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  7. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    The brigands are actually kind of a higher-end challenge for a beginner low level party. You also need to figure out which spells or instruments what monsters are susceptible to. They have different resistances.
     
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  8. Ludwig von Eisenthal Arbiter

    Ludwig von Eisenthal
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    Yeah, these Green Hand fuckers handed my ass over to me again and again at the beginning. Until I tried something different, sent them to sleep and poisoned them to death. It's a game that encourages experimentation, that's another thing I love about it.
     
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  9. Piotrovitz Learned

    Piotrovitz
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    Are lockpicking and inspection linked to each other and should be raised by the same char?

    If so then I fucked this up a bit.
     
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  10. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    Yeah, you need both. Or you can just run into a door twice and if you have two strong characters break it open. Or you have the Knock Knock spell.
     
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  11. Piotrovitz Learned

    Piotrovitz
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    Goddamn.

    Does knock knock takes care of trapped chests as well?

    Party is still at lvls 3-4, so I can just suck it up and start raising inspection on my lockpicker.
     
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  12. Piotrovitz Learned

    Piotrovitz
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    Ok, I think I got the gist of the basics and already cleared couple of areas/dungeons without any problems.
    Game seems to get easier once you leave Crowl and get couple of CC/AoE DD spells.

    My chronic restart OCD is kicking in and I'm rerolling the party again. I need you friendly people to give me some advise on multiclassing:

    1. Which lvl is ok for first class changes? I understand that for melees it can be done on 4th-5th, and for casters a bit later, once they get some higher tier spells?
    2. For melees I assume the best route is to cycle through warrior/berserker/ranger and then to finally settle on pirate/assassin? How many lvls should I stay on each class while doing such cycling?
    Fighting skills go up pretty fast, so the main benefit is not skill points, but rather HP/VIT boost.
    3. After allocating attribute points left after char creation, to boost some combat/magic stats and make beginning easier, is it preferable to leave all the other points from each level up unused and stockpile them for another class change? On my current run I was using all the points on each lvl up, but noticed that aiming for pirate/assassin later on may be problematic, since their high requirements, comparing to i.e warrior.
    4. Casters I understand should basically cycle through classes until they get spells from each school, but what's the final one they should settle on?

    Here's my party and planned multiclassing path:

    - Saurian berserker > warrior > ranger > assasin
    - Saurian berserker > warrior > pirate - should I throw in something more here?
    - Drake metalsmith > warrior > berserker > pirate
    - Naga assassin - for this one I don't have a clue. Perhaps assassin > berserker > pirate? Is starting as an assassin even a good idea?
    - Wolfin ranger > thief > assassin/pirate
    - Wolfin cleric > bard > sage > thaumaturge > necro? No idea.
    - Aeorb sage > wizard > no idea, probably few caster classes and end on necro?
    - Burrower thaumaturge > wizard > sage > necro?

    Am I overthinking this too much and should just go with the flow, without planning shit on excel spreadsheets?

    Also, question on stealth/backstabbing - is it worth to raise those on assassin, or should I just stick to lethal blow?
     
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  13. Thunar Educated

    Thunar
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    Keep your assassin assassins, your pirate pirates and your jester jesters. Once you've got a premium class, don't start goofing around.

    I usually like to class change after 8 levels, after I'm close to level 9 so I don't spend too long gaining my first level in the new class.
    The first 5-8 levels, I'd just invest in attributes to survive at the beginning of the game. After the first class change though, just save them all and save scum to get 5-6 bonus points if necessary.

    As for where you want to settle with your casters, it's going to based on the magic skill they are the most competent at. So like Thaumaturge use alchemistry, sage wizard and nec use sorcery, cleric and I think templars use another skill.
    So you're more likely to settle on a class that uses sorcery, meaning that you want to get that skill to a 100 before/during your final class change. Though, you could just as well choose to settle on an alchemistry caster and get it up there, etc, but that's not really a good idea since you've got limited skill points and if your wizards aren't high enough in their magic skill (which is more likely to be sorcery), they'll whif and backfire for a while.
    You still have a lot of freedom in deciding what caster you end up with, and by that time in the game, it won't matter that much, it's more about getting the mana points. Though necro get the best spells, so it's not a bad choice to settle on them.

    Lethal blow is probably the best thing in the game, I haven't used backstabbing once, it takes too long to set up. But hey, I haven't finished the game yet, so who knows, maybe backstabbing becomes worth it.

    I just went with the flow and managed to make two pirates, one of which I switched for an assassin npc. I didn't quite understand the multi-classing paths very well and wasn't really able to do much more though I had the points for it, but it's not like I regret it at all. The game isn't that hard after a certain point combat-wise, it just finds new ways to challenge you.

    EDIT: Don't worry too much about optimizing your party. The game's much more fun when you're going for a sub-optimal build. Like, technically, you could probably make a party of jester wolfins of mass destruction and have a piss easy time with the game, but it's not going to be very fun.
    You can't really make any sort of game breaking character progression decision if you just follow the rules you already seem to know, half of the fun is in exploring the strange worlds of hyperborea and its masterful dungeons.
     
    Last edited: Mar 22, 2020
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  14. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    1. I usually changed around level 6-8 because after that it takes a long time to level up again.
    2. Exactly, the HP and Mana boosts are the main benefit of multiclassing. To end on a pirate/assassin, you need to plan ahead to have enough attribute points saved up from the level ups.
    3. Yes, to end up on a prestige class you usually need to multiclass a few times before and save up the attribute points.
    4. There is no should in this, it is up to you which one you like most.

    You probably already saw this, but there is a good guide on the easiest multiclassing careers (and what races multiclass the easiest), especially if you want to end up on a prestige class:
    http://grimoire.wiki/index.php/Classes#Multiclassing_Careers_by_Race
     
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  15. Gunnar Savant

    Gunnar
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    RAN-THI-BAR-CLE-TEM is a good divine caster build
    RAN-THI-BAR-SAG-THAU is a good alchemistry build
    Necromancers should single class to reach their high level spells
    Sages can also be single classed and do well because you need all their spells asap
    Assassins should be naga and use unarmed, build them through a WAR-THI-RAN-ASS path
    Pirates have high XP requirements and aren't that great, better to end up on a warrior or thief after class changing
     
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  16. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    Either this or you can have the Necromancer at the end of multiclassing to buff him up a bit.
     
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  17. Dorateen Arcane

    Dorateen
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    I'm a fan of backstabbing, used it with a thief/bard (who doesnt get the lethal blow skill) and later a pirate, who was able to inflict massive amounts of damage with it.

    But it does take time to build up the stealth skill first, which is necessary to hide in shadows in the first round, and then launch a successful attack in subsequent rounds. I found this most useful late game, facing enemies with a lot of health and difficult to penetrate. Some battles do stretch on for a while, and once you've got a character in the shadows, every attack thereafter will use the backstab skill. It really comes down to play style, if you like this sort of micro management. For me it was worth it.
     
    Last edited: Mar 22, 2020
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  18. Piotrovitz Learned

    Piotrovitz
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    Awesomeness, thank you kind people :shittydog:

    QQ about lethal blow - does it works with unarmed, or the ninjitsu is the equivalent of it for HtH?
    Also, does ninjitsu works only with powerstrike type of attack? If so, what's the base dmg of powerstrike for i.e naga?
     
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  19. Gunnar Savant

    Gunnar
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  20. Piotrovitz Learned

    Piotrovitz
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    So unarmed assassins have iron hands, ninjitsu, AND lethal blow - now this is some heavy shit.
     
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  21. Monkey Baron Learned

    Monkey Baron
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    Is there a way to split stacks? I merged a bunch of throwing knives together to save having to re-equip them every now and again and now nobody except my two tanks can wield them without being over-encumbered.
     
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  22. Piotrovitz Learned

    Piotrovitz
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    Weird thing - one of my zerks seem to have multiple conditions, including paralysis, and I don't have a clue where he got them and how to get rid of them.

    [​IMG]

    Cure paralysis potions doesn't seem to help, resting neither.
    Should I backtrack to some healing fountain somewhere?
     
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  23. Lady Error █▓▒░ ░▒▓█ Patron

    Lady Error
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    Disease creates multiple conditions over time if not cured.
     
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  24. Piotrovitz Learned

    Piotrovitz
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    Not sure if I'm screwed now.

    Can't cure disease, because I don't have the spell and he can't eat galen apples, since he's paralyzed.
    Can't cure paralysis either, because again, I don't have the spell. Got two potions that I used on him, but they don't seem to help much.

    Best way would be to kill him and resurrect in clean state, but I'm not sure how to pull this off.
     
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  25. Dorateen Arcane

    Dorateen
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    There are curative fountains that will remedy these conditions. Not the fountains that restore just health or vitality, but specific to curing afflictions.

    Do you have access to the Shrine of the Raptor? (This might be blocked off depending on different starting locations.) If so, there is a subterranean sanctuary that has a healing square, which should fix those characters.
     
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