Wizard questions

This is the forum for helping you out if you're stuck or if you want to discuss the nitty gritty details of the dungeons within Mount Grimrock. Warning: forum contains spoilers!
Omenpapa
Posts: 40
Joined: Fri Sep 14, 2012 1:29 pm

Wizard questions

Post by Omenpapa »

I'm one of those "idiots" who prefer to play with pure mage style, no matter the cost of extra difficulty. Thus im playing this with 4 wizards in LoG too. That means also that i wont use a single weapon in the game(swords,throwing weaps,bombs etc), unless the game forces me to do it like in morrowind to destroy the boss's immune shield...Sadly the im lacking some information, hopefully u guys can help me out with these:

1, Putting pts into fire magic will or will not increase the dmg of my spells. So for example raising it from 35 to 40, will have any effect on the dmg part? If yes can u provide a number like 1pt is 1% or sg.
2, Dark/light spell from the spellcraft tree has any kind of effect on the monsters? So far i use light to replace torch, and i guess dark might be usefull for some puzzle later on.
3, Circle of protections seems nice but r they stack? Cuz for example I cant have an active fire and ice shield at the same time... which sounds like a bug to me but hey.
4, Do negative stats has any effect compared to 0 value? Like if i wear heavy armor, and have -20 evasion, does that have any effect comapred to 0 evasion? In other words do mobs have something like 80% hit chance, and if i have -20 evasion they can hit me 100% of the time, while havintg 0 evasion would result hitting me only 80% of the times?
5, What is the level cap or expected level when u finish the game? In other words how much skillpoint will i have approximately to plan ahead?
6, Does willpower has any effect on anything then my starting and gain/level NRG? Like energy regen at 20+. Also i heared that 2 Will=1 NRG gain/level. Does that also mean that 1 NRG gives half energy, so i will get 1 extra NRG at every 2nd level?
7, I read somewhere that if u equip stat items before levelup u can get more stat gains for that level. Is this true? Cuz this is totally lame from every single perspective. This is just forcing the players to watch out when a her ogonna ding and replace stat items...Same for the RNG hp/NRG gain... we just have to reload a couple times if we want maximum stats? Seems silly.
8, If i run with 2 ice mages, do i get double benefit from circle of protection? So 2x25 ice resist for the whole party?
9, What exactly a freeze means for the target? It has lowered resists/defense/evasion? Or just a "timestop" ?
10, Can some1 describe how invisibility works? Like how far i have to be so the mob wont see me at all?
11,If 2 frostbolt hits the target will i get increased freeze duration, or just the base time from the last spell which hit the target?
12, "faster spell casting" is what exactly at the spellcraft tree? So far every spell is instant for me. Or is this just a missleading name for reducing the CD after a spell usage?
13, Because of my playstlye a "spell immune" mob would be problematic. is there anything like that?
14, Is 25 air resist means 25% dmg reduction from air dmging spells?
15, is 20 protection means if a mob would hit me for 50 i will suffer only 30 dmg?
16, Is there a base/hidden protection/evasion value. So for example we can see 0 evasion on the chart, but it is calculated as 5+chart number?
17, Is there a difference between casting a spell from ur left/right hand?
18, Is there a penalty for spell dmg/cd if i wear light/heavy armor or equipping a sword to my other hand?
19, Is there a way to play with only 1 wizard, thus receiving 4 times more xp for only 1 character?
20, Most likely i will never try out the other classes cuz im a magefreak. Is playing with only wizards a huge handicap? Any1 completed the game with 4 wiz who could give me some suggestions?
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Wizard questions

Post by Dr.Disaster »

wow that's a lot of questions! I don't know all the answers but here's what i can tell you:
Omenpapa wrote:1, Putting pts into fire magic will or will not increase the dmg of my spells. So for example raising it from 35 to 40, will have any effect on the dmg part? If yes can u provide a number like 1pt is 1% or sg.
Yes points spent in an element magic tree do increase damage output but i can't tell a ratio, sorry.
Omenpapa wrote:2, Dark/light spell from the spellcraft tree has any kind of effect on the monsters? So far i use light to replace torch, and i guess dark might be usefull for some puzzle later on.
Dark spell may help a bit in evading monsters in not too bright places but i won't count on that. Also Dark is not Invisibility.
It's more the torch replace/puzzle solve/discover stuff thing.
Omenpapa wrote:3, Circle of protections seems nice but r they stack? Cuz for example I cant have an active fire and ice shield at the same time... which sounds like a bug to me but hey.
I haven't tried stacking them because i had and see no need for 2 mages going for the same element.

To make sure if not being able to have multiple element shields up is intended, a bug or an oversight i made a tech support thread about it.
-> That was quick! The answer straight from the makers is: it's intended.
Omenpapa wrote:5, What is the level cap or expected level when u finish the game? In other words how much skillpoint will i have approximately to plan ahead?
When you complete all areas without training chars too much you'll have level 13 characters in the end. Each level grants 4 skills points so you can plan for about 48 point per char plus some findable skill point books.
Omenpapa wrote:6, Does willpower has any effect on anything then my starting and gain/level NRG? Like energy regen at 20+. Also i heared that 2 Will=1 NRG gain/level. Does that also mean that 1 NRG gives half energy, so i will get 1 extra NRG at every 2nd level?
I did not notice any effect beside the energy gain on level up.
Omenpapa wrote:7, I read somewhere that if u equip stat items before levelup u can get more stat gains for that level. Is this true? Cuz this is totally lame from every single perspective. This is just forcing the players to watch out when a her ogonna ding and replace stat items...Same for the RNG hp/NRG gain... we just have to reload a couple times if we want maximum stats? Seems silly.
You can do this check and re-equip thing to try and get a greater gain of life or energy points. Yet there are not many items providing +Wisdom (4 in total with 3 being weapons for your 2 hands) or +Vitality (2 in total and only 1 can be used at a time). So basically: i won't sweat it.
Omenpapa wrote:8, If i run with 2 ice mages, do i get double benefit from circle of protection? So 2x25 ice resist for the whole party?
That's 3, repeated.
Omenpapa wrote:9, What exactly a freeze means for the target? It has lowered resists/defense/evasion? Or just a "timestop" ?
It's a freeze. Literally. Of course chance based and time limited.
Omenpapa wrote:10, Can some1 describe how invisibility works? Like how far i have to be so the mob wont see me at all?
What the name says: your party becomes invisible for a limited time. You can sneep up to about anything and they won't notice.
Omenpapa wrote:11,If 2 frostbolt hits the target will i get increased freeze duration, or just the base time from the last spell which hit the target?
If the target is not frozen, you get the same chance to freeze it as before. If it is already frozen .. hmm .. good question, never payed attention to that. Either the freeze timer resets or it's plain damage.
Omenpapa wrote:12, "faster spell casting" is what exactly at the spellcraft tree? So far every spell is instant for me. Or is this just a missleading name for reducing the CD after a spell usage?
Aye, faster spell casting stands for a cooldown reduction before you can re-open that mages caster interface.
Omenpapa wrote:13, Because of my playstlye a "spell immune" mob would be problematic. is there anything like that?
Aye there are mobs immune to specific elements, so having at least 2 different elements is advisable. Yet i think the immunities are pretty obvious i.e. would you expect an undead to die by poison?
Omenpapa wrote:16, Is there a base/hidden protection/evasion value. So for example we can see 0 evasion on the chart, but it is calculated as 5+chart number?
No.
Omenpapa wrote:17, Is there a difference between casting a spell from ur left/right hand?
Beside different locations to click? No.
Omenpapa wrote:18, Is there a penalty for spell dmg/cd if i wear light/heavy armor or equipping a sword to my other hand?
No.
Omenpapa wrote:19, Is there a way to play with only 1 wizard, thus receiving 4 times more xp for only 1 character?
Experience is not shared so it does not matter if you play 4 or only 1 mage. All chars end up at the same level in the end. The only ways to boost experience gains is by
- scoring at least 1 hit in a fight, even if it will do zero(!) damage
- grabing +exp gear
- being alive after the monster dies ;-)
Omenpapa wrote:20, Most likely i will never try out the other classes cuz im a magefreak. Is playing with only wizards a huge handicap? Any1 completed the game with 4 wiz who could give me some suggestions?
With only mages you have to be on your toes all the time! Once you got all the long range spells it get's easier but still: watch out! Some monsters are quite fast and hit pretty hard and a few can even 1-hit a well geared mage!
Last edited by Dr.Disaster on Fri Sep 14, 2012 6:35 pm, edited 5 times in total.
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Wizard questions

Post by Komag »

playing 4-mage is definitely the hardest way to play Grimrock, very challenging
Finished Dungeons - complete mods to play
User avatar
Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Wizard questions

Post by Darklord »

Komag wrote:playing 4-mage is definitely the hardest way to play Grimrock, very challenging
I think single mage could be more challenging! ;)

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Wizard questions

Post by Dr.Disaster »

Darklord wrote:
Komag wrote:playing 4-mage is definitely the hardest way to play Grimrock, very challenging
I think single mage could be more challenging! ;)
Only in terms of less energy to cast spells with. You can try with you-know-who as i will after i complete his do-it-like-a-rogue run.
User avatar
Darklord
Posts: 2001
Joined: Sat Mar 03, 2012 12:44 pm
Location: England

Re: Wizard questions

Post by Darklord »

You also have less health to soak up damage, so there's an increased chance of a stray monster/fireball killing an individual mage.

Daniel.
A gently fried snail slice is absolutely delicious with a pat of butter...
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Wizard questions

Post by Dr.Disaster »

Darklord wrote:You also have less health to soak up damage, so there's an increased chance of a stray monster/fireball killing an individual mage.
Aye, as always.

Yet you-know-who has a pretty decent amount of health even when played as a mage so he's not that much in danger. Still i won't try Fighter's Challenge in such a setup ..
User avatar
Komag
Posts: 3659
Joined: Sat Jul 28, 2012 4:55 pm
Location: Boston, USA

Re: Wizard questions

Post by Komag »

Yeah, on my current 4-wizard playthrough on hard, I've just gotten to the fighter's challenge, and I'll have to pass on it for at least a couple more levels, if ever
Finished Dungeons - complete mods to play
User avatar
Dr.Disaster
Posts: 2876
Joined: Wed Aug 15, 2012 11:48 am

Re: Wizard questions

Post by Dr.Disaster »

Komag wrote:Yeah, on my current 4-wizard playthrough on hard, I've just gotten to the fighter's challenge, and I'll have to pass on it for at least a couple more levels, if ever
Aye that one is very tough to do with mages! I saved it 'til the endgame and even then i had to lvl up to 15 to make it!
User avatar
Merethif
Posts: 274
Joined: Tue Apr 24, 2012 1:58 pm
Location: Poland

Re: Wizard questions

Post by Merethif »

Omenpapa wrote:I'm one of those "idiots" who prefer to play with pure mage style, no matter the cost of extra difficulty. Thus im playing this with 4 wizards in LoG too. That means also that i wont use a single weapon in the game(swords,throwing weaps,bombs etc)
Well, being mage doesn't mean you can't use weapons or armours. Actually mages get ability to use Light Armour a way sooner then rogues in LoG. when I was playing with 4 mages, each of them were equipped with some throwing weapons and one was even using cutlass for a long time.
Omenpapa wrote:3, Circle of protections seems nice but r they stack? Cuz for example I cant have an active fire and ice shield at the same time... which sounds like a bug to me but hey.
Yes they stack. Circle of protections is not a spell, it just boosts your characters stats like any +X to Resistance bonus.
Omenpapa wrote:5, What is the level cap or expected level when u finish the game? In other words how much skillpoint will i have approximately to plan ahead?
Without any extra grinding you should end up with three characters on level 13 and one on level 14.
Omenpapa wrote:7, I read somewhere that if u equip stat items before levelup u can get more stat gains for that level. Is this true? Cuz this is totally lame from every single perspective. This is just forcing the players to watch out when a her ogonna ding and replace stat items...Same for the RNG hp/NRG gain... we just have to reload a couple times if we want maximum stats? Seems silly.
Like it or not, that's how it works. Energy gain is calculated by the stats at a time of levelling. That's why none of my mages was wearing Conjurer's Hat - they were keeping it in inventory and taking it on only during levelling up.
Omenpapa wrote:9, What exactly a freeze means for the target? It has lowered resists/defense/evasion? Or just a "timestop" ?
Just a timestop as far as I know. But not being attacked for its duration is enough to make Ice magic my favourite one.
Omenpapa wrote:13, Because of my playstlye a "spell immune" mob would be problematic. is there anything like that?
There are no "spell immunities" actually, but there are mobs immune to certain magic schools (especially Earth, but also Fire and Ice). There are several weapons/items that emulates some spells and work pretty much like a wand with limited charges. I was saving those "wands" for encounters with immune mobs - for example my Ice Mage were carrying Fire Sword and my Fire Mage were carrying Poison Dagger and my Earth Mage were carrying Lightning Rod.
Omenpapa wrote:17, Is there a difference between casting a spell from ur left/right hand?
Yes, left-handed spells are best with destruction and deceiving, while right handed are advised for healing, protection and divinations... joking. There are no differences, but I think the idea is quite brilliant. Could be implemented with a mod or something.
Omenpapa wrote: 20, Most likely i will never try out the other classes cuz im a magefreak. Is playing with only wizards a huge handicap? Any1 completed the game with 4 wiz who could give me some suggestions?
I don't think it's that difficult, but I've played on normal and it wasn't my first playthrough so I was pretty aware what's lurking ahead.
- Get used to use mortar. Potions are mage's best friends. I rarely used potions with regular parties, but found them more crucial when playing with mages only.
- Back up your spells with throwing weapons, there's nothing unmagely in a throwing axe really ;-)
- Shields do not require any skills. Equip your front liners with shields. There's nothing unmagely in shields as well.
- When exploring dungeons always have all spells ready (runes clicked). Sure there will be several situations that will require you to "un-click" readied spell but those will be few. There will be much more situation when instant assault of four spells will save your life.
- Cast spells from the ones that deal least damage so all your mages have a possibility to "tag" a monster and gain full EXP. If you start from Lighting and Fireball you may finish mob with those two spells and your other mages won't gain full EXP. Unless you're sure that given mob is very though and won't be taken down in first round.

Anyway here's my party just before final battle:
SpoilerShow
Image
Post Reply