Legend of Grimrock 2

Legend of Grimrock 2

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Rebel* Dec 30, 2014 @ 3:46am
Skill points..how many
Hi,

Just wondered how many, roughly, skill points a character is likely to have to spend in the game. Don't want spoliers, just want an idea so i do end up gimping myself by spreading them to thinly. I wondering if, after firearms and alchemy, ill have enough to spec my ratling alchemist into anothert backup weapon, maybe throwing. Thanks.
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Showing 1-15 of 17 comments
Dr.Disaster Dec 30, 2014 @ 5:12am 
You should be able to do that but I'd rather invest into Accuracy or Critical as improvement.
Mindaz The Third Dec 30, 2014 @ 5:45am 
In average you should be able to max 3 - 4 skills per character.
Syrris Dec 30, 2014 @ 7:30am 
You'll typically finish the game with your characters at level 14 if you do everything, which gives them 15 skill points each. There are a couple of skill point books to be found as loot, humans can start with an extra skill point, and a single farmer in the party might wring a couple more levels out of all of the food, but you aren't likely to be able to max more than three skills, and it's usually more beneficial to look at support skills rather than trying to go for a second weapon type.

If you really want to add functionality, consider putting 3 points into Concentration. This will allow them to use the various spellcasting tools you find to cast pure-Concentration spells, which include the very handy Force Field and the situationally useful Darkbolt. On top of that, they'll be able to access various other utility effects via the 'special attack' of most of those tools.

That leaves 2 points for Accuracy (a good idea unless you've REALLY cranked their Dex), or perhaps Light Armor.
Woudo Dec 30, 2014 @ 10:29am 
Stay clear of earth and water magic. Put it all on fire.
Krystof.FR Dec 30, 2014 @ 11:07am 
Jack-all-trades is not a good approach in LoG. I suggest to "forget" backup weapons and focus on another kind of skill.
You don't need Throwing, you already have Firearms. Move to Accurary or Critical, even Concentration is better than having 2 weapons skill.
Last edited by Krystof.FR; Dec 30, 2014 @ 11:07am
Rebel* Dec 30, 2014 @ 12:35pm 
Hi, Thanks for the info. I was under the impression that firearm ammo was rare. I've got by so far with my alchemist using a sling and stones, which has been replaced with a blowpipe and darts. Despite having no relevant skills for either, but high dex, he has been surprisingly effective.

I've also managed to accumulate 110 ammo so it would seem it not as rare as i thought, though im sure ill go through it quick when i start using it. Does dex improve firearm accuracy/criticals? I'm sticking all his level ups into alchemy for now and then ill start on leveling firearms to 5 as i imagine he will become less and less effective over time with his missiles.

Thx for all the info, will possibly put spare points into concentration as suggested so he has a bit of utility.
Andvari Dec 30, 2014 @ 12:56pm 
There is ammo in many places, just not enough. Firearms characters are dead weight most of the time unless they're doing something unrelated to firearms, because you want to save the ammo for the tough fights. The best choice is not to put points in firearms at all, but I suppose that's too late now.
Last edited by Andvari; Dec 30, 2014 @ 12:58pm
Rebel* Dec 30, 2014 @ 1:00pm 
I've got a single point in it so its not a deal breaker. What would i use to attack for alchemist as an alternative tho. Missiles or thrown? I suppose he could hack from the back.
verarticus Dec 30, 2014 @ 2:06pm 
Originally posted by rebel78:
I've got a single point in it so its not a deal breaker. What would i use to attack for alchemist as an alternative tho. Missiles or thrown? I suppose he could hack from the back.
Honestly alchemists make good mages, but that is skill point intensive (unless you go with some basic fire and such)

Most people say throwing is the best ranged, but missles are a close second. Reach melee is fine as well, but you won't really have burst damage unless you build him into high strength stuff. It's up to you what to pick though.
Woudo Dec 30, 2014 @ 7:35pm 
http://imgur.com/y0JXQxr

This is all the ammo i've picked up so far. I've only just opened the door with the four elements lock so i'm a fair way through the game. I've probably missed secrets/ammo, a small amount may have been used on pressure plates and there were some golden locks with ammo behind it that I didn't collect. I'm also not sure how random this game is in regards to item placement, if it has any or not and if so, how random it is. Throwing knives are a (random?) drop off of ratlings for instance.

It gives you a general idea on what you can rely on though. Don't think anyone is going to be using a blowpipe any time soon.
Syrris Dec 30, 2014 @ 7:49pm 
Firearms aren't actually a bad choice for an alchemist; while they have a number of downsides, they do have the advantage of hitting the target instantly from any distance and as long as you aren't going wild with the multishot gun that you'll find late in the game, you're unlikely to suffer from serious ammunition shortages; the alchemy skill means that you can make bombs, and the alchemist can equip those as off-slot weapons. As I suggested before, Concentration 3 actually makes a strong option for the off-slot because of the number of spells it opens up via the various staff/orb/wand tools you find, and Force Field (Concentration 2) is pure gold all by itself.
Rebel* Dec 31, 2014 @ 6:43am 
That's some good sounding advice, thanks.

I'm going to use guns eventually but not actually start using up ammo til i feel the other random stuff he is lobbing becomes a waste and i feel the party needs a bit more punch, atm my minotaur fighter with sheild & heavy skullcleaver, and my (don't laugh) rogue with shield and sickle sword? (he'll be dual wield but i've pumped his points into armour first as he will be a heavy armour wearing, dual wielding jammy dodger) and my fire focused wiz are taking things down quite quickly but im only just to the river with the turtles and the bridges so i think im still quite near the start. Been taking it slow to get all the secrets i can and find all the loot. I'll defo be giving my alchy concentration as it sounds very useful. Maybe 3 points in that and 2 in light so he can wear the best light armour I find if both front lines are dressed in heavy. Plannage, thanks guys

Is there away to recharge wands n such? Fighting my OCD which always says horde them for a rainy day but ill prob get to the end of the game and no have used em :-)
Last edited by Rebel*; Dec 31, 2014 @ 6:43am
Rebel* Dec 31, 2014 @ 6:51am 
@Woudo, thats a lot of ammo. Really curious, but don't wanna know!, what some of those other cool looking items are too.

@syrris, just cast forcefield for the first time. That is cool, dam i wish id used that in the tunnels. There is one bit when exploring the pits that you find a room with 3 ratlings in and are pretty much guaranteed to get pinned to a wall and attacked on two sides at once, unless id used that. Im assuming with two caster it can be cast twice at the same time?
Rebel* Dec 31, 2014 @ 7:16am 
Another question, sorry, does stuff i stash on the ground stay there forever?
verarticus Dec 31, 2014 @ 7:59am 
Yes, items stay on the ground forever. Most people stash stuff in the Hub, just remember if you walk past that tile though stuff will get slid to a corner and could mess up the pile.

Weapons with charges can only be refilled by a charge crystal (that's not the right name but it's a little red crystal) and it's a consumeable item. Not the most common items, but there are two or three.
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Date Posted: Dec 30, 2014 @ 3:46am
Posts: 17