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Grimoire gameplay and hints thread

Efe

Magister
Joined
Dec 27, 2015
Messages
2,606
4x Drow Metalsmith
CRAxVtB

Why?

I could get having one as some freakish larper's whim, but four?? Did you not get the memo that humans and drow in this game don't exist?
i was going to either take the lazy approach and level them all together or keep a seperate charsheet for all.
im lazy.
--
maybe i dont understand how exactly magic ksill works but how could warrior use magic skills when his caster skill is 0, because his casting skill is different from the previous and future planned classes.
so far, from what i've seen spells very very rarely fizzle and skill is used to determine difficulty of enemy saving throws. that warrior isnt going to be able to land a single spell. (unless you meant using him as a healbot)
 

Outmind

Augur
Joined
May 22, 2011
Messages
211
I started playing RPG's in the late 90s, so this kind of interface is very unintuitive for me. Here are a few questions I'd appreciate the answers to:

1. Have a character with good assaying skill drag the item you want to identify onto the ASSAY icon. If you have the Super ID spell up, you could get more information (click on the information panel of the item to get a second page) or cast it right before looting a chest, and all items will be Identified. Further, they will be scribed into your journal under the list of items found.

2. As above, Identify spell is only for items.

3. That's what mythology does, it reveals the true name of monsters so you will recognize them in the future.

4. Spell-casting classes have specific skills that govern the effectiveness of their magic. Litany is for clerics. Necromancy is for Necromancers. Those professions need to boost up those skills (should be highlighted in purple) respectively, to get the most out of their magic.

5. As above, your offensive spells will be more effective the more points you put into the necessary magic skill. Upward of 20 to 30 points, to increase reliability and damage output. This skill is what matters most, and should be pumped as much as you can afford on each level up.

6. Ancient History is a skill used to decipher certain messages, that you will need to have high enough points, otherwise characters will not be able to read the message.

7. A spell required to bring up a compass goes back to Wizardry. It is the legacy of dungeon crawlers.


Thanks for all the help. I'm definitely getting a better grasp on things.

Two minor things are still puzzling:

1. What should I do when one of the characters "detects something"? I always search for buttons on such squares, but there's rarely one there. Can such squares be anything other than sanctuaries then? If so, how do I make sue of them?

2. In the options menu, there's a setting that's supposed to underline keywords, presumably ones you can ask the NPCs about. None have come up in the dialogues I've had yet. Is this working as intended?
 

Efe

Magister
Joined
Dec 27, 2015
Messages
2,606
so far things ive found after detection.
you search and find something. you rest and find something. there is a button on wall. it is a safe haven.
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,431
Location
The Crystal Mist Mountains
Thanks for all the help. I'm definitely getting a better grasp on things.

Two minor things are still puzzling:

1. What should I do when one of the characters "detects something"? I always search for buttons on such squares, but there's rarely one there. Can such squares be anything other than sanctuaries then? If so, how do I make sue of them?

2. In the options menu, there's a setting that's supposed to underline keywords, presumably ones you can ask the NPCs about. None have come up in the dialogues I've had yet. Is this working as intended?

When you get the message about a character detecting something, you should click on the LOOK icon. This will reveal more information about the square you are standing on, and might even be crucial to further progress. In dungeons, when the Detect Secrets orb is blinking, sometimes you get a notification as well, since it is tied to a character's Scout skill. Make sure to inspect walls closely, as the bricks or buttons you need to click might not be immediately apparent at first glance.

I have seen some of those keywords underlined occasionally, although this was in the pre-V2 release, and I recall more often in earlier NPC encounters. (Little Rosy, Smithers). Later, I would just cast the Mind Read spell at full power, and that took care of revealing the important keywords.
 
Last edited:

Lady_Error

█▓▒░ ░▒▓█
Patron
Joined
Oct 14, 2012
Messages
1,879,250
You detect secrets either with the Scouting skill or with the Detect Secret spell, which should be on all the time in new dungeons, in my opinion.

Detecting something can mean:
- There is a hidden button
- There is an illusion wall
- Use "Look" to find something on the tile

Detecting Safe Havens is similar (Scout skill), but you are told specifically that you found a Safe Haven.
 

Jazz_

Arcane
Joined
Jun 13, 2016
Messages
1,074
Location
Sea of Ubiquity
I got 2 party members paralyzed in that garden you have to climb to reach (crescent garden? something like that, where you meet the priestess of the wicker man cult), the problem is that I don't have any spell to cure paralysis, and I can't even experiment with some potions I have in my inventory as they are too paralyzed to use items (I doubt I have items that can cure paralysis anyway). I've read somewhere that if you go to the shrine of the raptor you can heal or you can buy potions in Crowl apparently but I can't climb down because of the two disabled members, is there anything I can do at this point other than reloading an early save? I had already cleared the bestiary and part of the pagan temple so it's kinda annoying to reload and go thru it again...
 

Dorateen

Arcane
Joined
Aug 30, 2012
Messages
4,431
Location
The Crystal Mist Mountains
I think you can sleep off paralysis, but it takes a long time. Also, if a paralyzed character is hit in battle, there is a chance the paralysis can be broken, so that is an option.

Otherwise, it's best to store up those remove paralysis potions in case of emergency situations. The remove paralysis spell is fairly high level.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,304
I got 2 party members paralyzed in that garden you have to climb to reach (crescent garden? something like that, where you meet the priestess of the wicker man cult), the problem is that I don't have any spell to cure paralysis, and I can't even experiment with some potions I have in my inventory as they are too paralyzed to use items (I doubt I have items that can cure paralysis anyway). I've read somewhere that if you go to the shrine of the raptor you can heal or you can buy potions in Crowl apparently but I can't climb down because of the two disabled members, is there anything I can do at this point other than reloading an early save? I had already cleared the bestiary and part of the pagan temple so it's kinda annoying to reload and go thru it again...
Can you dismiss paralyzed party members? If yes, dismiss them, return to the Shrine of the Raptor, reclaim your party members, if they're still paralyzed then cure them using that special space in the Shrine of the Raptor, and stop to buy cure paralysis potions on your way back to Crescent Wilderness (or Crescent Valley, if that's where you are).
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
what do i do with all this gold (or any gold?), donate to crowl's crippled thugs charity?
i need to translate this into some form of staying power because this multiclassing bullshit has left me with very weak magic.
i cant even increase magic skills because i (hopefully correctly) assume i wont be able to use litany with necro after class change.

If you acquire the Patron Argent, you can begin to buy higher levels with that cold hard cash. First you have to find it.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
I think you can sleep off paralysis, but it takes a long time. Also, if a paralyzed character is hit in battle, there is a chance the paralysis can be broken, so that is an option.

Otherwise, it's best to store up those remove paralysis potions in case of emergency situations. The remove paralysis spell is fairly high level.

I was copying Wizardry 7, where instead of just getting all instant-cure everything right off the bat, you sometimes have to drag party members around for a while until you figure out how to cure them or restore their magic points or fix something wrong with them like a cursed item. I did not want to emulate modern games where you rest/click heal icon and everything magically goes away. Much later you can do this but levels 1-7 wanted this to still require some thinking. Wiz 7 was also more like tabletop RPG in this sense where illnesses pose a dilemma and nothing is just click'n'heal like an arcade game.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
4x Drow Metalsmith
CRAxVtB

Why?

I could get having one as some freakish larper's whim, but four?? Did you not get the memo that humans and drow in this game don't exist?

Sleeping at a Hearth now restores hitpoints and magic points at twice the normal rate. Locating Hearths to use to assist in recovery is now a thing in the game as of V2.0.0.20 just updated.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
Some rings have like magic properties (spells and stuff) but how do you use them? Is it a passive thing where they get triggered randomly?

That's one of the things that you can only see by equipping a magical item and checking if any resistances changed. Other things are even less clear, such as an item giving you permanent invisibility - which you only learn about in the SuperID-description but cannot actually see anywhere in the stats.

As to the items that have spells, it's more straightforward: Unless you use them, the spells are not triggered. Some of the weapons seem to be an exception, eg. Caliburnus has a limited number of spells that get triggered on hit. And when that runs out, it just does its normal damage.

I just checked and the Recharge spell works now. The Caliburnus gets 7 spell charges again, while the Waterwalking shoes get 9 charges (Recharge Level VII).

Modified skills, attributes and resistances can be detected by asterisks in character review or colored dots in the Resistance display.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
When Assassins and Jesters are fighting open hands now (HAND2HAND skill) if they have LETHAL BLOW above or equal to 75 they begin to attempt to do a lethal blow upon penetration. This only applies to Assassins and Jesters, no other classes can do Lethal Blows to opponents with open hand combat. IRON HANDS still applies to double/triple/quandruple damage upon penetration.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
When Assassins and Jesters are fighting open hands now (HAND2HAND skill) if they have LETHAL BLOW above or equal to 75 they begin to attempt to do a lethal blow upon penetration. This only applies to Assassins and Jesters, no other classes can do Lethal Blows to opponents with open hand combat. IRON HANDS still applies to double/triple/quandruple damage upon penetration.

I like this change, it creates a reason to end up on assassin. How does their ability to land a lethal blow compare to everyone else? Is it starting at a low chance level once you hit 75 and maxing out at a lower level than everyone else or is it unlocking at a normal chance level immediately once you hit 75?
 

Sonic Titan

Educated
Joined
Oct 22, 2018
Messages
87
I think you can sleep off paralysis, but it takes a long time. Also, if a paralyzed character is hit in battle, there is a chance the paralysis can be broken, so that is an option.

Otherwise, it's best to store up those remove paralysis potions in case of emergency situations. The remove paralysis spell is fairly high level.

I was copying Wizardry 7, where instead of just getting all instant-cure everything right off the bat, you sometimes have to drag party members around for a while until you figure out how to cure them or restore their magic points or fix something wrong with them like a cursed item. I did not want to emulate modern games where you rest/click heal icon and everything magically goes away. Much later you can do this but levels 1-7 wanted this to still require some thinking. Wiz 7 was also more like tabletop RPG in this sense where illnesses pose a dilemma and nothing is just click'n'heal like an arcade game.

This exact feature was something I've already faced in my current (and first) play-through. One of my front-line berserkers became diseased and I had no way to cure it. All sorts of maladies befell him. I pulled some strings, charmed some NPCs and put my Thief to work on a whim and "borrowed" a scroll (or book? Can't remember) of Cure Disease and went about my way.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
Classes not to take:

Jester - It takes too long to build it. You are better off recruiting chuckles if you want one.
Necromancer - forces you to single class, which means low hit points.
Ranger - there is nothing wrong with ranger but it basically competes with warrior, and ranger attribute gains in crappy categories. Good for multiclassing only.
Berserker - you have to be a berserker to use the skill and the skill is dangerous to use until you max it out. This forces you to single class, which means low hit points, or do limited multiclassing which puts off berserking a long time. Good for multiclassing only.
Pirate - you can get all his skills elsewhere, he has high attribute costs and XP requirements, and unimpressive HP gains. No reason to end up on pirate. Possibly useful for multiclassing.
 

Viata

Arcane
Joined
Nov 11, 2014
Messages
9,896
Location
Water Play Catarinense
What is the problem with single classes? I finished the game with only single classes, which included a Ranger and 2(if I'm not mistaken) Berserker.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
No problem really, it's just that you can easily gather hit points, attributes and skills with multiclassing that single class characters don't have, so it makes sense to plan a few class changes when designing a character. Necromancer and Berserker classes work better as single class by design, I'm saying this is not as desirable because they'll have lower hit points, attributes and skills than a character that did some class changes.
 

Lady_Error

█▓▒░ ░▒▓█
Patron
Joined
Oct 14, 2012
Messages
1,879,250
Jester - It takes too long to build it. You are better off recruiting chuckles if you want one.

By the end game, Chuckles had a pretty low amount of HP. Having your own Jester is certainly better.

Necromancer - forces you to single class, which means low hit points.

Not if you end up on one after multiclassing.

Ranger - there is nothing wrong with ranger but it basically competes with warrior

Ranger has Lethal Blow, the Warrior doesn't. Also, only Rangers and Metalsmiths have Accuracy, which can come in handy if you don't start out at the Sanctuary and want to use the Laser Guns before the endgame.
 

Gunnar

Arbiter
Joined
Jul 10, 2016
Messages
819
Jester - It takes too long to build it. You are better off recruiting chuckles if you want one.

By the end game, Chuckles had a pretty low amount of HP. Having your own Jester is certainly better.
It would be better to have your own Jester, but I'm saying it's not worth the time it takes to build one. Sounds like Chuckles may not be worth it either?

Necromancer - forces you to single class, which means low hit points.

Not if you end up on one after multiclassing.

but all of his cool necromancer only spells are very high level, you would never see them.

Ranger - there is nothing wrong with ranger but it basically competes with warrior

Ranger has Lethal Blow, the Warrior doesn't. Also, only Rangers and Metalsmiths have Accuracy, which can come in handy if you don't start out at the Sanctuary and want to use the Laser Guns before the endgame.

Start as Ranger, get lethal blow or accuracy, class change to warrior, enjoy better HP and attribute gains.
 

Cleveland Mark Blakemore

Golden Era Games
Übermensch Developer
Joined
Apr 22, 2008
Messages
11,713
Location
LAND OF THE FREE & HOME OF THE BRAVE
Necromancer - forces you to single class, which means low hit points.

Not if you end up on one after multiclassing.

but all of his cool necromancer only spells are very high level, you would never see them.

This is supposed to be the appeal of Necromancers - they start out as basket cases you have to protect like fragile china, but once they achieve higher levels they begin to use spells the other classes can only dream about, like killing all the monsters in one round with a Deathwish, etc.
 

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