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.
- 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 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.
- In combat, you can keep pressing Enter to speed up the fight.
- In the beginning, some races inflict higher damage without weapons (eg. Drakes, Nagas 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).
- 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 are very powerful, so make sure to have a Bard or Sage in your party to equip and use them.
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 - Possibly Later Bosses?) ID Owl Statue Shrine that heals Disease and other negative Status Effects An Oracle with a limited amount of SuperID improved Identification of Items
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
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.
- WIS: Wisdom
Wisdom influences how quickly you gain skill points from unsuccessful actions, eg. hiding, scouting or using a weapon.
Wisdom is probably also important spell casters, though maybe only clerics etc.?
- WIL: Willpower
Resistance against mind attacks, maybe some attack bonuses.
- 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.
- SPE: Speed
Who attacks first and additional attacks per round.
One of the most important attributes.
- 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".
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
AIR: Air CAU: Caustic 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