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Grimoire Thread

Lady_Error

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You recommended another Berserker or Assassin, but I'd rather have unique classes, because I'm weird like that. Would a Ranger be a reasonable substitute? Otherwise I might just try and get a Pirate...

I'd pick a Templar personally instead of a Ranger, though there are some very good ranged weapons in the game a bit later on. Having a Fighter-Cleric (Templar) can also come in handy at times, though many of the other spellcasters will also learn the healing spells.

Are there any skills that are so niche that they can be ignored entirely for a first, non-completist attempt?

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.
Nature Lore The art of identifying and mixing ingredients in plants, powders and reagents.
Metallurgy The ability to forge powerful weapons and to construct them from components (Yeah, I don't think it's really necessary since the effects seem to be temporary)

Nice to have, but not really necessary:

Stealth The ability to hide oneself amidst shadows or behind terrain features.
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.
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.
Climbing The physical skill of climbing wals, ascending cliffs and dropping into pits.

Important for spellcasters:

Scribe Degree of literacy with written works and ability to accurately copy spellbooks.
The Magic Skill each spellcaster is using is important too - and the guys that will scribe Arcanum spellbooks should later put some points there 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.)
Specialize in one or two weapons skills and the Shield skill can come in handy too.

Music instruments can be quite good (unlimited spells basically) for attacking groups of enemies. The Music skill also goes up through use, though relatively slowly.
 
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Yosharian

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Wait wait.. what's the point of the Metalsmith if I don't take Metallurgy?

Thanks for that by the way, that's super useful

I'm down to take a Durendil Templar, but are Durendil difficult to use? It says they use special gear
 

ManaJunkie

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Wait wait.. what's the point of the Metalsmith if I don't take Metallurgy?

Thanks for that by the way, that's super useful

I'm down to take a Durendil Templar, but are Durendil difficult to use? It says they use special gear

Lethal Blow. You got it from the beginning. Just multiclass later
 

Darth Roxor

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Scribe Degree of literacy with written works and ability to accurately copy spellbooks.

With the read magic spell, I wouldn't say raising Scribe is that important.
 

Yosharian

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Wait wait.. what's the point of the Metalsmith if I don't take Metallurgy?

Thanks for that by the way, that's super useful

I'm down to take a Durendil Templar, but are Durendil difficult to use? It says they use special gear

Lethal Blow. You got it from the beginning. Just multiclass later
Just seems strange to take a class called Metalsmith and not make anything.... but OK

I'm not going to multiclass this time
 

Lady_Error

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Wait wait.. what's the point of the Metalsmith if I don't take Metallurgy?

His Lethal Blow skill is more important. Rangers, Berserkers and Assassins (as well as Pirates and Jesters) have it too, but not Warriors or Templars.

I'm down to take a Durendil Templar, but are Durendil difficult to use? It says they use special gear

Haven't bothered with one and yeah, a melee character that can only equip some of the armor is probably not a good idea.

With the read magic spell, I wouldn't say raising Scribe is that important.

Maybe not for normal spellbooks, but for Arcanum and Eldritch stuff you need quite high Scribe skills. And the Read Magic spellbook needs to be found first too.
 

Yosharian

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Ok so this is my party so far:

Saurian Berserker M [Lethal Blow, ?, Shield
Drake Metalsmith M [Lethal Blow, Swordsmanship, Shield]
Rhattu Assassin M [Lethal Blow, Bladesmanship, Scouting, Shield]
Durendil Templar M [Hammer&Mace, Shield, Litany]

Wolfin Cleric F [Litany, Diplomacy, ?]
Feyfolk Necromancer F [Necromancy, Assaying, Mythology, ?]
Aeorb Sage M [Sorcery, Music, Ancient History, Inspection, Lockpicking]
Barrower Thaumaturge M [Alchemistry, Arcanum, ?]

All: Swimming, Climbing

I'm slightly confused about the range elements of weapons, though.

My first four guys (Berserker, Metalsmith, Assassin, Templar) are gonna be the 'tank column' I think. So they need to have melee weapons, right? Or can they utilise the range of weapons like Lash&Chain, or Spear&Lance?

What about the last four guys? Presumably they're gonna be in the back rows, so they can't use melee weapons?

Also, which weapons can be used with a shield? For example, are Slings two-handed weapons, or are they usable with a Shield?
 
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Lady_Error

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What about the last four guys? Presumably they're gonna be in the back rows, so they can't use melee weapons?

Everyone can use melee weapons to attack the first row of enemies. It's only if you want to attack the second or third row first that you need more range. In practice you almost always fight the first row anyway, so the weapon range doesn't really matter.

Also, which weapons can be used with a shield? For example, are Slings two-handed weapons, or are they usable with a Shield?

That's actually something I'm not sure about. Even with two-handed weapons you can equip a shield, but it is greyed out. So I guess it should have no armor effect then.
 

Efe

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afaik range of weapons is for enemy rows, not your own. so a knife backliner can hit first row while staff backliner can hit behind it
 

Rpguy

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Pathfinder: Wrath
Grimoire Manual V1.0 Available Online Now !!! (FINALLY!)
25 Jan @ 9:21am - GOLDEN ERA GAMES


The manual is online hosted at the Golden Era Games site :

Grimoire Manual Version 1.0[goldeneragames.com]

This is convenient until the permanent copy for printing is ready. The online manual will be updated regularly until it reflects any detail remaining to enjoy playing the game.

Some of the tables are formatted oddly but revisions to these layouts will correct them so they print off correctly for hard copies.

The manual is currently around 100 pages, will probably be 200 pages when it is ready to ship as a hardback.

There is an "Australia Day Sale" on presently for Grimoire at 50% off until the 29th of January.

The latest update to V2 will be available soon with numerous further enhancements to gameplay.


GOLDEN ERA GAMES
[developer] 2 hours ago

I think this is the first Friday in 25 years that actually did turn out to be this Friday.
 

Yosharian

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Ok I just dived into a Quickstart game to muck about a bit, and I'm confused by the scout mechanic, my dude reports that he's found something but I can't figure out what he found?

Oh and what difficulty do you recommend? I tried Novice and it doesn't seem particularly easy, I lost 3 guys within the first couple of minutes to bugs or something, haha.
 

Haba

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Codex 2012 MCA Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2
There are only a limited number of things your scout may be seeing.

a.) a switch on one of the walls
b.) illusory wall
c.) something to search on the tile you are standing on
 

Yosharian

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There are only a limited number of things your scout may be seeing.

a.) a switch on one of the walls
b.) illusory wall
c.) something to search on the tile you are standing on
Ok, a switch is obvious, but can you elaborate on what I'm supposed to do with the other two?
 

Yosharian

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Why do I get the option to add all my extra character creation points to a specific area (HP, attributes, or skills), and which option should I pick?
 

Darth Roxor

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Why do I get the option to add all my extra character creation points to a specific area (HP, attributes, or skills), and which option should I pick?

It depends, but my rule of thumb would be:

- Put bonus points into HP for casters, so that they don't get one-hit-killed all the time at the start
- Into skills if you know a character will be needing to spread over multiple skills (like a rogue etc)
- Into attributes if you want to assure a hard class switch later down the line or if the above two cases don't apply.
 

whocares

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I will not eat the bugs. I will not live in a pod. I will not use 2FA.
 
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Yosharian

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Ok, thanks for the tips. My Feyfolk has ONE hitpoint, so I guess I'm rerolling that one a few times until I get some bonus points, yikes.
 

Darth Roxor

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My Feyfolk has ONE hitpoint

Are you a bad enough dude to keep going? :D

To be fair, though, you should be able to get at least 2-3 levels very safely without ever running into something that can damage your backline, iirc.
 

Yosharian

Arcane
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My Feyfolk has ONE hitpoint

Are you a bad enough dude to keep going? :D

To be fair, though, you should be able to get at least 2-3 levels very safely without ever running into something that can damage your backline, iirc.
No I am not. Rerolled, got a bonus, now she's got SIX hitpoints. That's sooo much better...
 

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