Excited to try this again, lots of questions.

Talk about anything Legend of Grimrock 1 related here.
Taem
Posts: 59
Joined: Mon May 28, 2012 2:05 am

Re: Excited to try this again, lots of questions.

Post by Taem » Mon Dec 16, 2013 1:14 am

Dr.Disaster wrote:Now in case one needs a potion all i have to do is hit the char's number to bring it's inventory up, then a small move with the mouse towards the needed potion followed by a right-click and that's it.
Some of a gun, I never knew that. That's a real game-changer right there!!! I just tested it and it works, lol, hitting 1-4 brings up your avatar inventory box! Oh, I'm happy now :D .

Gavener
Posts: 7
Joined: Mon Dec 16, 2013 3:23 am

Re: Excited to try this again, lots of questions.

Post by Gavener » Mon Dec 16, 2013 3:26 am

Thanks to both of you, i had the same Spider problems and telaporter problems, read this whole thread helped a lot but sadly never found that bracelet of poison resist and i can't seem to get a door open in level 3, but having fun, and thanks for info :D

Taem
Posts: 59
Joined: Mon May 28, 2012 2:05 am

Re: Excited to try this again, lots of questions.

Post by Taem » Mon Dec 16, 2013 4:13 am

A few new questions:

>What are the armor penalties for being non-proficient? I'm having trouble finding that info for some reason.

>After reading a post called "Analysis of Grimrock", I'm rethinking my starting party. Is it true Protection is still useless compared to Evasion, or did the creators increase the amount of protection in a later patch to make it more useful?

>Is it true missile weapons (thrown and missile) automatically hit? That's so strange to me if true - every RPG I've ever played has Dex either increase missiles attack rate or damage directly.

>And in the same vein, is it true that Strength directly influences the damage of missile weapons?

>Does duel-wielding have any benefits? I put two swords in my fighters hands and it didn't do a thing - I thought I'd get to swing each independently or that maybe it'd reduce my next-delay, but no such thing. Am I missing something or is it just better to use a shield with a sword?

>Are there gauntlets later on? I was thinking of trying unarmed this time around, and was wondering if gauntlets can be found later in the game for added damage.

>And skulls, I found one, but am almost cleared with level 4. Are there more, or is the head-hunter trait really not worth the point?

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Dr.Disaster
Posts: 2845
Joined: Wed Aug 15, 2012 11:48 am

Re: Excited to try this again, lots of questions.

Post by Dr.Disaster » Mon Dec 16, 2013 8:49 am

Taem wrote:>What are the armor penalties for being non-proficient?
The penalties for armor are stated in the description of armor pieces. Wearing any armor marked as "(Light Armor)" or "(Heavy Armor)" without the Light Armor respectivly Heavy Armor Proficiency will result in a penalty of -5 respectivly -10 to the wearers Evasion stat.

Light Armor Proficiency is available for all classes. To get it Fighters have to invest 8 points into Armor skills, Rogues needs 17 points in Dodge skills and Mages need 14 points in Staff Defense skills.

Heavy Armor Proficiency is only available to Fighters and requires 16 points into Armor skills.
Taem wrote:>After reading a post called "Analysis of Grimrock", I'm rethinking my starting party. Is it true Protection is still useless compared to Evasion, or did the creators increase the amount of protection in a later patch to make it more useful?
The term "useless" it missleading. Protection reduces damage taken (from non-magical attacks/effects) while Evasion prevents from taking such damage at all. The more Evasion the less likely a char will take damage so experienced players tend to go for it first. Still Evasion is never perfect so even advanced characters will take damage now and then depending on a players ability to evade/sidestep attacks.
Taem wrote:>Is it true missile weapons (thrown and missile) automatically hit? That's so strange to me if true - every RPG I've ever played has Dex either increase missiles attack rate or damage directly.
As long as you got a straight line of fire ranged weapons usually hit. The accuracy needed here is actually the player's own aim: if you aim or time the attack badly or the target sidesteps you'll miss.

Still it is possible to miss with ranged weapons i.e. when you fight a skeleton group and all skeletons on the side of your missile user are already down.
Taem wrote:>And in the same vein, is it true that Strength directly influences the damage of missile weapons?
Yes. Any melee and ranged weapon's damage is increased by Strength at a ratio of +1 damage for +2 to Strength.
(me thinks i already stated that earlier ..)
Taem wrote:>Does duel-wielding have any benefits? I put two swords in my fighters hands and it didn't do a thing - I thought I'd get to swing each independently or that maybe it'd reduce my next-delay, but no such thing. Am I missing something or is it just better to use a shield with a sword?
LoG 1 does not have effective dual-wielding. A character can hold a weapon in each hand but he will only attack with the weapon being right-clicked by the player thus front-line character are better off using a weapon and a shield instead of 2 weapons.
Taem wrote:>Are there gauntlets later on?
Yes there is a pair of specialized gloves for Unarmed combat in the game.
Taem wrote:>And skulls, I found one, but am almost cleared with level 4. Are there more, or is the head-hunter trait really not worth the point?
Aye there are more. The main campaign features 5 skulls in total so a Headhunter (or 2) can have a nice damage boost.

EDIT
Just found this neat little dancing guide on Steam. Might help with creepy crawlies and such :D
http://steamcommunity.com/sharedfiles/f ... =203032214

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