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Also, some points in Incantation seems to help every class, no matter what it is, because it lets you read scrolls. I had an issue where I couldn't read "raise dead" with a character that had like 95 Incantation, but I just went and bought another scroll from Trimestes and used that and it worked just fine. Invocation may be useful depending on your group set up, it lets you use the magic items you may come across like staves wands and maybe necklaces and rings with charges.
Hope some of this info has been useful.
-edited I mixed up incantation with invocation.
Here is when the melee classes start getting spells on level up:
Warrior: Wizard spells at level 9
Ranger: Thaumaturge spells at 4
Thief: Thaumaturge spells at 6
Templar: Cleric spells at 3
Berserker: Thaumaturge spells at 10
Jester: Sage and Wizard spells at 3
Bard: Cleric and Wizard spells at 3
Metalsmith: Sage spells at 6
Pirate: Wizard and Thaumaturge spells at 6
Assassin: Thaumaturge and Necromancer spells at 3
http://grimoire.wiki/index.php/Classes#Spells_for_each_Class
And by the way, with a good scribing skill, the melee classes can start using magic even BEFORE they reach those levels.
I can somewhat understand the complaint. However, Grimoire expects the player to do research; it will not hold the player's hand in most regards. A good rule with weapon skills would be to build Swordsmanship at first for warrior-types (they are plentiful) and Bladesmanship for stealthy/assassin/thieving type characters until you find an amazing weapon. You can then assay the new weapon and make sure the character you have in mind for the weapon can equip it. THEN start building the appropriate weapon skill. Weapons inflicting high damage will cause a lot of kills, causing many weapon skill increases outside of gaining a level, and the weapon skill will build quickly.
It also helps to have some experience with dungeon crawlers to kind of know what characters will get more mileage out of certain skills. My Berserker received the option to learn the "Ancient History" skill at some point, but he's as dumb as a box of rocks. He's better off putting points into "Lethal Blow" and "Mephistics"; hit them where it hurts, poison weapon before use, simple things he can understand and apply, while my Sage takes on the mentally-cumbersome "Ancient History" skill.
What you fail to understand is that the system does not focus you to a narrative. Yes, you can take a class completely out of its focus and put it into a direction that is not logical in play. What do you want? A bouncing ball saying "Hey idiot, I know what is best, this is all you can do, so shut up and follow it!"
Or.. would you like a game where it allows you to explore outside of the intent of the developer to achieve results in play? I can promise you that the developer can not think of everything, and so you with freedom in play can apply solutions that you may see fit to achieve a resolution that are logical and reasonable.
The moral of the story is take more effort into understanding the game, its lore (or even gaming lore history for that matter) and play before you jump on the band wagon of trying to claim the game itself is at fault.
Why do you think that?
also to guy above, you cant hold onto skill points
Just like college students who become baristas, because no one wants to hire a social ecology major as an example.
So the Lash was unequippable for the Durendil or for Templars? There is a big diffference. You can check it in the Assaying box of the Lash.