A guide to Grimmwood

Initial Review: Grimmwood beta

( Skip intro, jump to menu )

Grimmwood

Looking for something completely different? Grimmwood – an MMO, available on Steam – might be the answer. And yes, the answer is firmly ‘might’ as it’s the ultimate ‘Marmite’ of games. You will like it, or you will hate it!

However, in reading the review, remember this is based on the latest beta and not the finished game, which is still evolving. for instance – and this is big, for many – they are adding a speeded up ‘blitz’ mode. This option is for 4 to 10 players, and lasts about 4 hours, give or take; time wise similar to a typical D&D tabletop session or a raid in Warcraft.

Trailer:

As present it’s currently in open beta and free to play (no price announced), so gives you a chance to delve in and see if it’s for you – nor not. Trust me, there is little in-between with this game. Part, OK, most is that is down to the energy system – Stamina – which severely limit what you can do in the game. You can burn up all your Stamina in a single a minute chopping wood, crossing and exploring a few hex, or digging the moat.

Used sparingly though (with the latest patch and stamina cap raise) – and depending a little on your character’s build – you can also while an hour away, carefully crossing the map from the village to the edge, searching for points of interest as you go. After that – in ideal conditions – you recover 1 point/5 minutes, 12 points an hour. Real time. There are ways around this, like eating, potions, etc., but they are limited and not without side-effects.

So, first off, be prepared for a game you can only actively play for a short time a day, not continually. Good, bad, you decide.

Secondly, for an RPG – stamina aside – it dispenses with stats, and levelling, and experience gain, and pretty much everything you associate with generic D&D fair. You can be a labourer, or an aristocrat, but with that you may also be ugly, or have a limp. Comes down to a profession, a positive perk, and a negative one. And you only get a few random combination tries before it locks you down to the last roll.

Thirdly, permadeath is a thing. Actually death is guaranteed, but we’ll come to that in a minute. If you don’t play for a day you start to get thirsty. And each night without drinking there’s a good chance you’ll die of kidney failure. Skip playing for 2,3, 4 days…

Want to battle monsters? Have at ’em. Here’s your sword and bow (or rifle if you are lucky), but you better takes friends. One-on-one with a grey dwarf, or a wolf, you have a chance. Against a giant, a unicorn, a witch, an evil knocker, a hex full of gray dwarves, or even a bear, you last might long enough to say, “Oh sh” before you are ripped apart. And getting to them in the first place might well leave you too exhausted to do anything.

Fourthly, when I say ‘massively’ multi-player, it’s more ‘moderately’ so. You get up to 40 villagers and have to work together to save the village. Up to day 5, if people die, or commit suicide (happens a LOT in beta), they are replaced, after day 5, you are on your own.

From their wiki: “Resources are scarce, so you simply can’t accept everybody. What’s most important is that the bigger the village gets, the more attention it will draw and, trust us, you don’t want to draw much attention in this forest.

Our village, for instance (first time of playing), is on day 9, with 44 dead, 2 dying (AFK’ers), no food, and we may be too tired to finish the day’s gate reinforcements. When they attack tonight, their attack strength is 285, against our defences of 234. Not looking good!

Day 9 Grimmwood map. Not looking good for us.

Each evening there is a Nightly Attack. You don’t have to be logged on or present, it’s all automatic. Did the defences hold? Were you hurt? Killed even? If your defences are weak then you’ll be overrun, and people die. If you are injured when they attack, you can still be killed. If you are out in the open, camping, when the attack happens, your chances are not good – and remember the energy system sucks, so going out too far means you can’t return to the safely of the village and have to take your chances.

Following the evening assault is a daily report, covering a summary for the day (and past days), perosnal account, the day’s event and the results of the invasion.

Day 5 attack report (page 1) for another village

Finally, right down to the core, it’s a co-op, social/community game: work together or die game. Actually you will die anyway, the game is stacked against you, so really the aim is to last as long as you can. And here lies it’s strength – and it’s ‘bang your head against the wall and walk away’ weakness. You HAVE to work together, all of you, every day. There are plenty of things to do – foraging for herbs, hunting, fishing, crafting, repairing, digging moats and erecting defence towers, slaying monsters.

You get plenty of people working together, it’s a great feeling, you get 5 active players, 20 AFK (and dying) or doing their own thing (often undoing all the work by the rest), and 39 dead ‘cos whatever, man, it’s frustrating and downright demoralising. But hey, it’s beta. You can banish unruly and AFK members (effectively kill them), and the voting system was improved in the last patch so that you only need as little as 5 votes to get rid of someone.

So, to sum up, it’s a minimum play, permadeath-guaranteed, survival/foraging game where you have to be happy to micro/project manage, or be so managed. Or you’ll probably hate it. As games go it’s a nerd’s nirvana: you can spend just a few minutes actually playing and, if you are so inclined, hours a day on spreadsheets and project management software. (Control freaks can expect to be banished).

If you aren’t going to log in daily, even for a single minute to throw 250 stamina into the moat, don’t start. Don’t even play, the game is not for you!

One ray of light is the Steam friend’s system: If you have Steam friends that also play the game it will automatically try to put you in a village together (up to day 5). One caveat, to deter exploits etc.: If you die, it’s final as far as that village goes. i.e. You can’t create a new character and return to a village that has a corpse from your account, you are locked out.

See: Playing with Steam friends.

Addenda:

Full French and Spanish Localisation now added, via the in-game Options menu.

This review and guide is (mostly) up to date as far as: Version beta 0.7.8.2 changes ( 21-June-2018 )

( Last guide revision on or after: 21th June, 2018 @ 1pm )


First gameplay:


 

Grimmwood menu

 


Grimmwood players guide

OK, still here?
Good, then we’ll continue, but first:

Note:
Any strategies here are just my suggestions, which I’ve found to work (100+ hours played) than a direction on how to play. This guide is typically edited daily at present and evolves with input from boards, Devs, and discourses on strategy from our groups growing Discord channel. If you disagree, and/or have better ideas, you are most welcome to comment below. This guide is a work in progress.

Caveat:
This was written during open beta by a player, therefore anything and everything is open to change, errata notwithstanding. Information sources for this post includes extensive reading of the wiki, the Grimmwood web site, the discussion forums on Steam, and other boards, and of course from playing. See also links.

 


Start: Character creation and perks.

Important:
If you haven’t realised already, you only get a limited number of tries for your character (and inventory), then you are stuck with it (at least until that character dies). This fact isn’t very clear at present but will be updated in a later patch. Basically if your first or sixth roll is something like decent, go with it, assuming the ninth or final roll will be better is a gambler’s folly.

Grimmwood - creating a character

Remember as well that cannot realistically know the needs of the village in advance. Well, it’s possible, via the friends system, if you are all on some chat/forum program, creating at the same time, but even then it’s not guaranteed, but it could work. Also, at least for professions, it’s good to try different ones.

Remember also that potions can bolster professions and positive perks, and in many cases counter the bad traits you roll. Equally, sanity, or lack thereof can really mess up your character.

See also Conditions.

For role-play or characterisation purposes you can also, on creation, write a short background to your villagers, if you want.

Right, I’ll break this down into professions you or your village want – and those you don’t, in (probable) order of priority. Note that is many cases – like a scavenger – the perk can replace a profession.

Note especially that you are not guaranteed a profession, you can be landed with:

Two professions, possibly with a perk (e.g herbalist-traveller).
One profession and one positive perk, and one negative trait.
One profession and one positive perk, but no negative characteristics.
Two positive perks, but nothing negative (e.g beautiful and healthy).
One positive and one negative (e.g scavenger with a limp, funny but ugly).
(Fortunately you don’t appear able to roll two negative traits)

Woodsman

Bonus when fighting with axes or hatchets.
25% more efficient in chopping wood and gathering firewood.

The village needs vast amounts of wood for defence!
I’d suggest setting up camp in the nearest grove, and get sawing. Leave a Labourer/others to carry the lumber back. Lumber is really heavy to move. In a well managed village, you ideally needs two labourer’s to every woodsman.
Cannot overemphasise the need for a lumberjack and labourers in the village!

They are also good to have in a fight if they have an axe. Swords work too, in a fight.

Note: use an Axe for chopping down whitewood groves, but a Saw cutting down darkwood.

Note. It is easier to gather firewood from whitewood (forests) than from darkwood (deep forests).

Ideal trait: Strong, or Dexterous (improves woodcutting, and melee combat)
Worst trait(s): Unfit, unstable
Ideal potion: Bear

Labourer

Can carry 20% more weight (and receives Loaded conditions proportionally).

Arguably less import than a herbalist or a craftsmen, but time is money, friend. Do not underestimate the need for a strong back to haul all the wood. Great with a sword in their hand too, if it comes to a battle.

Ideal trait: Strong, (or Vigorous)
Worst trait: Unstable
Ideal potion: Bear

Craftsman

Higher chance of success in crafting, breaking down and repairing items.
(Does not apply for cooking and brewing.)

Every village needs a blacksmith! You ever read a factual or fantasy medieval book that didn’t have some strong-armed smithy? No, me neither. This should be the go-to person for weapons, the one managing storage and repairing/breaking down items.

He does not have to be exploring, and neither should you be doing his job! Failed attempts waste Stamina and can waste materials and destroys items.

Ideal trait: Focused ( = concentration)
Worst trait: Unstable, or unfit
Ideal potion: Owl

Herbalist

Higher chance of finding herbs. Higher chance of making a potion or tea.

Again, one or more should be assigned as the village alchemists, gather and refining herbs. (Someone else should be gathering firewood for them, it’s not their job!)

They, and only they should be gathers and especially creating potions. Failed attempts waste Stamina and can destroy precious herbs.

If you want to survive, if you want the steady supply of potions to recover battles and night attacks, you need a dedicated herbalist or more. If one can focus on crafting, and others on gathering, even better!

Ideal traits: Focused, else dexterous (crafting potions), or Sharp-eyed (finding herbs)
Worst traits: Unobservant (gathering), (or unstable, or unfit).
Ideal potion: Owl (crafting), vs Eagle (finding herbs).

Scout

Better at sneaking. Scouts for less Stamina. Has slightly higher chance to survive in camps.
Never underestimate the value of a good scout!

Ideal trait: Sharp-eyed, (or Traveller, or Scavenger)
Worst trait: Unfit, (or unstable)
Ideal potion: Eagle (for perception), or Rabbit (for mobility)

Hunter

Higher chance to find and catch game when hunting.
Higher accuracy when fighting with ranged weapon.

‘Having a sharp eye and the ability to track and surprise your prey is useful in many ways.’
Win-win craft in many respects. The ideal person to keep the village stocked with meat, and handy in a fight. If there’s a lot of meat, perhaps a labourer, or other can help cart it back.

Note: The way being a hunter works is a bit daft. You want perception to find the game, but concentration to hunt.

Note: Be aware, when hunting for meat, this is the Grimmwood; the wildlife, even the deers, will put up a fight.

Ideal trait: Focused (concentration) for Hunting game, Sharp-eyed (perception) for discovering game.
Worst trait: Absent minded, unfit, (or unstable)
Ideal potion: Owl’s potion (concentration) for Hunting game, Eagle’s potion (perception) for discovering game.

Fisherman

Higher chance to succeed in fishing.

A good fisherman can keep the village well stocked with good food. Set up a camp, have all three fishing tools (harpoon, net, rod), and clear an area at a time, perhaps with others helping move the fish to the village if need be.

Be aware of the difference between ponds, they are not all equal!

Meadow, forest, and deep ponds are mostly small and medium fish, so use a fishing net.

Swamp ponds can have huge fish, so take a harpoon, but a net and even a rod may be handy.

Hill pools are mostly medium to large fish, so use a rod. A net might be handy, but a harpoon it useless here.

Ideal trait: Focus (concentration)
Worst trait: Unfit, or unstable
Ideal potion: Owl

Bard

Adds +1 Sanity bonus for all players upon Socialize.
Can use musical instruments (in future).

In some respects, only best in the village, at midnight, bolstering the morale of the best villagers. Still, failing sanity can be a problem, so you want all the good cheer you can get.

Ideal trait: (as needed/wanted. See perks below)
Worst trait: As ever, unfit and unstable are to be avoided.
Ideal potion: (as needed)

Aristocrat

Bonus when fighting with firearm or sword.
1.5x Sanity penalties because of Hunger and Thirst (so stay fed and hydrated!)

Great to have in a battle, if they are prepared. Your role and weapon(s) of choice will depend on your perks and your bad traits.

Ideal trait: Sharp-eyed, Strong (or dexterous). See also weapons)
Worst trait: Unfit, unstable (also weak)
Ideal potion: (as needed)

Traveller

Mobility increased (but only while there is no Loaded Condition)

Not sure this even counts as a profession myself, or anything. I guess someone will put me right. Note that I have seen this together with a scavenger, which can be useful. Currently playing a traveller, they really can cover the distance!

Ideal trait: Another suitable profession, or a Scavenger, or sharp-eyed
Worst trait: Unobservant, or unstable
Ideal potion: Eagle (perception), or Rabbit (mobility)

Beggar

Maximum Health reduced by 20.

No Stamina regeneration penalties, because of missing commodities (i.e. they don’t need a bedroll).

Again, not sure this even counts as a profession myself, or anything. I guess someone will put me right.

Ideal trait: (as needed/wanted. See perks below)
Worst trait: As ever, unfit and unstable are to be avoided.
Ideal potion: (as needed)

Perk : Scavenger

Better chance of finding Points of Interest.

Funny one this. Arguably it’s as much if not more of a ‘profession’ that a beggar, or a traveller, yet it’s a perk, that appears to occur with few professions. Strongest early on in the game, circling and exploring the hexes in a growing radius from the village. But once the woods start to fill with monsters, they become less and less useful as a class. Until then they can make a good scout.

Ideal trait: Sharp-eyed, or Traveller (profession)
Worst trait: unfit, or unstable
Ideal potion: Eagle (perception), or Rabbit (mobility)


Perks, positive:

Strong
Strength increased by 10.
‘Not all problems can be resolved with big muscles, but some can.’
Higher strength improves chopping wood action, melee attacks and carrying capacity
Rating: Arguably one of the best traits to have, especially for woodsmen and labourers.

Focused
Concentration increased by 10.
‘Good focus helps in complex tasks.’
Having higher levels of concentration improves your ranged attacks, crafting, hunting, and fishing skills.
Rating: Very useful for crafters and others, including fishermen.

Sharp-eyed
Perception increased by 10.
‘Having a keen eye is crucial in the nature.’
Perceptiveness improves ranged attacks, scouting for the watch tower, and all search actions, including gathering herbs or firewood, foraging for food, hunting game, uncovering Points of interest, etc.
Rating: Great for scouts, hunters, scavengers, searching for herbs etc.

Vigorous
Starting and Max Stamina increased by 50.
‘A vigorous person can do more, before getting tired.’
Rating: Like being strong, one of the better traits in the game, for any class. But remember you have to regain that stamina, so it can be a mixed blessing.

Dexterous
Dexterity increased by 10.
‘Skilled in many tasks.’
Having a higher dexterity improves melee attack and defence, chopping wood, and crafting ability.
Rating: Very useful for crafters, woodsmen, and fighters.

Healthy
Maximum Health increased by 20.
‘Wounds and sickness will hardly get a tough guy down.’
Rating: Great to have, especially if you intent to battle much – you are less likely to get one-shot by a giant!

Resistant
50% less chance of gaining Stomach problems / Nauseous
‘Less chance for getting sick or receiving negative effects from eating and drinking unhealthy stuff.’
Rating: Great to have as it extends to potions, such as Boar’s potion.

Rational
Starting and Maximum Sanity increased by 20.
‘Controlling one’s emotions is crucial for a person to keep sane in this forsaken forest.’
Don’t forget that each level of ‘invigorated’ adds +3% to Strength, Dexterity, Concentration, and Perception. That means maintaining +6% to these four stats is so much easier.
Rating: Actually very good to have.

Funny
Adds +1 Sanity bonus for all players upon Socialise (during Night attack).
‘Your fellow villagers always enjoy a party more if someone with nice sense of humor participates.’
Rating: Essentially a cut down bard, a jester. Good for the village,

Intimidating
‘Enemies are more reluctant regarding attacking this character.’
‘Everyone will think twice before attacking an intimidating person.’
Think of it as a reduced aggro circle. But – it also appears – if you are in a party of two, then you just painted a target on your friends back!
Rating: Great for scouts, good for explorers and raiding parties. (Let them start the attack!)

Beautiful
‘People fall in love easier with the character.’
People receive 50% more Sanity upon successful Romance with that character.
‘Everyone would enjoy romancing a beautiful person more.’
Rating: What? No! Less of that now!


Perks, negative:
That just sounds ‘wrong’, it’s an oxymoron. They need a better term for this! Traits, characteristics, failings, weaknesses, something like that.

Grumpy
Reduces the Sanity bonus for all players upon Socialise by 1 point.
‘Grumpy fellows are not exactly the best to chat around with and usually people dislike them joining in a party.’
Rating: Not so bad.

Ugly
People receive 50% less Sanity upon successful Romance with that character.
Now, now, less of that!
Rating: Not so bad.

Faint
Starting and Maximum Health decreased by 20.
‘Faint villagers are ill-looking and don’t react to wounds and diseases too well.’
Given you start with only 80 health, and being skinny can drop you down to 60 health, well, getting attacked is not a good idea. Especially by a Giant that hits for 95 damage!
Rating: Very bad.

Weak
Strength decreased by 10.
‘Weak people are just not built for physical tasks.’
Essentially, you can carry less, therefore hit your carrying capacity sooner, which is very bad for Stamina costs in terms of mobility.
Rating: Bad to very bad.

Near-sighted
‘Does not reveal nearby areas while travelling.’
‘Short-sighted are terrible explorers.’
They also cannot scout from the tower!
Rating: Bad.

Unobservant
Perception decreased by 10.
‘Unobservant people are poor scavengers and hunters.’
Rating: Bad to terrible, depending on profession.

Clumsy
Dexterity decreased by 10.
‘Clumsy people tend to fail in tasks requiring dexterity.’
Rating: Bad – terrible.

Limp
Mobility decreased.
‘People with a Limp people travel more slowly than most folks, but they perform just as good in anything else.’
Rating: Unless you have a character than never plans to leave the village, this is a terrible trait to have.

Absent-minded
Concentration decreased by 10.
‘Troubles with focusing make you weak in solving complex tasks.’
Penalty applies to all concentration related actions like crafting and fishing.
Rating: Bad to really terrible, depending on profession.

Unstable
Starting and Maximum Sanity decreased by 20.
Your sanity takes a battering at every turn!
Rating: Truly terrible. The worst. Reroll if you can!

Unfit
Maximum Stamina reduced by 50.
Given the reliance on Stamina, taking this would be madness.
Rating: Truly terrible. The worst! Reroll if you can!

Grimmwood: Characters stats:

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Grimmwood: the basics

 


1. Informally agree on a nominal leader.

Select someone – who isn’t a control freak – who wants to take the role of mayor/burgermeister/GM/raid leader/project manager. Being a group of friends helps greatly! Their role is to direct, mediate disputes, to suggest and guide villagers to the tasks needed. Examples could include:

‘We need 48 more Darkwood to start…’
‘We need 5/10 people with stamina for a 8pm raid on the lairs around x,y.’

If this person proves to be the wrong choice, and are incompetent, or insufferable, remind them of the Banishment option, maybe choose a better leader.

[ Back to the menu ]


 

2. Have a plan for defences.

Be systematic, and intelligent, and get on it every day. My recommendation for building defences is something like this:

Day 1. Upgrade the gate (Reinforce Gate II) and start the moat*
Day 2. (Assuming the gate held, else upgrade that to Gate III), upgrade the walls to Reinforce Walls II, and continue work on the moat*
Day 3. forward, rinse and repeat based on this nightly reports, adding towers and guard positions. If the gate was heavily damaged, that needs to be sturdier, if the walls…

Overall the priority wants to be in this order:

Gate and wall, then tower, *just dump spare stamina into the moat ad hoc.
Then Towers – and *Guard positions on the towers, walls and gate.
If the defenders are taking damage, but the walls are holding, then focus on upgrades like battlements that offer 50%, 100% added protection.

One upgrade really won’t do it though, you really want to be completing 2 or 3, even 4+ upgrades a day if you can (while also harvesting and destroying lairs).

*The number of active villagers will dictate the number of guard positions you need; the more villagers you have firing down, the better. If you have 30 villagers with axes ready at the gate, and no-one manning the walls, how are you going to keep them out? Conversely, if you only have 8 active villagers, building 9th guard position is a complete waste of energy and resources.

All villagers should have the guard state set, to protect the enclave, and everyone should scout from the village tower once a day.

From developer comments in the discussion forums, durability is the ‘Health’ of the structure. Each monster, reaching it, deals 1 damage. Protection reduces that damage, so it is better than durability.

There also appears to be an action order, so, for instance, when the courtyard defence is the weakest, tower defence is probably the strongest, since it takes place before any actions of the enemies.

For the future (medium-high priority), there will be an updated Defence screen, and possibility the option to choose your position and maybe weapon.

From: Grimwood wiki: Defences and the Night Phase: the attack

The attack happens roughly as below:

Firstly, guards from the towers will kill as many monsters as they can before they reach the village.

Any that get past the ranged barrage will attack the gate and walls.

If all the monsters are killed, or stopped from entering, the battle is over.

Of course, if some of the monsters breach the defences they will split up and attack defenders, people in their homes, generally looting and pillaging – taking all they can from Storage – before scarpering. The village lives to fight another day, just.

However, if the monsters slay all the villagers, that’s it!

Tips
Scouting reveals an estimate of the attack that evening. The more people scouting, the more accurate the attack estimation will be. Finding the Looking Glass rare object makes this a lot better.

Setting your character to Guard of an evening adds 6 defence points to the Village.

Having a Sling, Bow, Bow or Rifle in your backpack whilst guarding adds an additional 6 defence.

Melee weapons and the Flintlock Pistol do not contribute any additional defence in this manner.

(See also: Weapon choice )


Grimmwood: Defence:


Grimmwood: Diminishing the night attack strength:

[ Back to the menu ]

 


3. Work to your profession/strengths, be smart.

Here’s a few examples.

If you are a woodsman (25% more efficient in chopping wood and gathering firewood) then that is what you should be doing, all the time. Certainly not scouting, fishing or gathering herbs.

Also, work together! If you have a strong labourer or two in the village, you chop wood, get them to carry it to the village – especially Darkwood, which is incredibly heavy.

The ideal person in the village to assign as blacksmith is a craftsman (higher chance of success in crafting, breaking down and repairing items), preferably one with focused (or dextrous).

Potions? Assign that to a herbalist (higher chance of finding herbs, higher chance of making a potion or tea), make him or her the village alchemist.

Ditto through the rest. Work to your strength, embrace your weaknesses, work as a team, one with leaders and followers and assigned duties. Anything less and your prospects of survival dwindle fast.

If you try crafting and don’t have the skills, or worse are also Clumsy, or – worse still – Absent-minded, you have much higher risk of failing (thus wasting Stamina) and of failing badly, also destroying the materials you were using. For a potion, that’s the herbs lost, for a rifle, that’s the gun irrevocably destroyed.

Also, know your profession!

For instance, as a woodsmen, you gain a bonus to gathering firewood. This is best collected from whitewood groves. And best tool for the best? Darkwood, use a saw, softer, lighter whitewood, use an axe.

Fisherman? Know your pools: when and where to use a rod, a net, a spear.

See also 16: Potions.

[ Back to the menu ]

 


4. Don’t be selfish, or stupid, or an arse.

The game is about sharing, food, materials, energy. There is no place for “Well, I want to…”. Seriously, if you get someone like that, banish them. We have/had someone like that in our village. Complete muppet. Every day he’d make 10 quarterstaff (using up Darkwood), then use that to fill Storage with hammers, axes, spades etc.

You pretty much need 2 spades for the game, which must be left in the Storage. Having 14 spades in Storage is stupid as there appears to be no other use for shovels. Crafting 12 spades, 12 hammers, 12…, just NO.

Day 9, our blacksmith died of thirst a few day ago. Several more followed him into death. We salvaged what we could from their homes and found…

So much crap! Such as 6 fishing rods and 9 harpoons, but no fishermen in the village.

Fishing rod breaks down into rope, iron hardware and a quarterstaff. Cost to craft: 20
Rope: Cannot be crafted. Also used in the fishing net, harpoon, and defence projects, e.g Rooftops 1B
Iron hardware: cost to craft 1 firewood, 1 iron junk, 4 SP
Quarterstaff : cost to craft 1 darkwood and 4 sp
Total cost, per fishing rod, with no crafting loss: 28 SP, 1 rope, 1 firewood, 1 iron junk, 1 darkwood.

Harpoon (of which we have 9), costs 10 SP, a spear, and a rope.
Cost of spear: 15 SP, 1 iron junk, 1 quarterstaff
Quarterstaff : cost to craft 1 darkwood and 4 sp
Total cost per: 29 SP, a rope, a darkwood and an iron junk.

Pliers? We have 10, even after I broke up a number.

Shovels? We still have 12, even after I broke up a load.
Shovel: cost to make 30 SP, a quarterstaff, 2 iron junk.

and so forth

OK, maybe villagers started with one, and maybe some are found, but we have a storage full of the things! Every tool made 12 or more times! At present the game doesn’t say who crafted what*, but the total waste, in materials, in Stamina, added up to one or two defence upgrades!
*(This will be fixed in a later patch, but seeing Fred put 12 shovels in Storage was a clue)

Even if they were found items, if you are organised you will have a management team comprising a nominated leader and a nominated craftsmen to say, ‘OK we don’t need all the [items], break most of them down to recover the materials.

Grimmwood shovels overkill

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5. Following on from this is banishment.

It is your duty – for the survival of the village – to check and to vote daily so as to remove these ne’er-do-wells.

You can only vote once a day, so use the vote well, and use it fairly.

Banishing someone ‘cos Fred the Grump doesn’t like them is not fair. Banishing them because they are trolls, taking supplies out of Storage and hiding them in their house or around the map is wholly justified. AFK’ers need removing too.

The best way, I find, is to post a daily list on Chat and in the Village forum, saying who needs banishing, and why. The vast majority are AFKe’rs, so our rule is 3 days (condition thirsty/dehydrated and hungry/starving) and you are out.

Banishment also delivers all their inventory to Storage, which can include raw materials, food, and more precious items like rifles and rejuvenation potions.

The latest patch made banishing a players faster and more effective:

Firstly, the Banish vote will no longer be nullified/reset at the end of the game day. Instead the vote will stay active until a deciding condition is met, with no time limit.

Secondly, the vote deciding conditions require a) a 50% + 1 players to have voted; or b) at least 5 Villagers have voted and there’s at least one vote more either ‘for’ or ‘against’ (the deciding vote). i.e. If you have 40 villagers and 35 are AFK, 5 active players can start banishing them.

Also, once a vote has started, and there’s at least 1 vote in favour of banishment, the player in question will no longer be able to take items from the Storage, or craft items in the Workshop.

Grimmwood: Banishing a player:

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6. Tools and Storage:

If you take something out the Storage, say to craft a sword or repair a saw, put it back when you are finished with it. (This might be fixed in a later patch).

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7. Repair in good time!

Do NOT let weapons and tools drop to 0.

The cost to destroy/repair at that stage is several times the cost to repair otherwise, possibly even higher than the cost the make a new one. The assigned blacksmith should be on the ball with this one.

grimmwood zero durability-tool

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Grimmwood: Eating, drinking, and resting

 


8. Watch your thirst, especially early on.

Remember to drink your fill daily and don’t go exploring without a full water skin or gourd. If you are thirsty or dehydrated when the Night Attack happens, there’s a high chance you’ll drop dead of kidney failure.

These conditions also carry a penalty during the night attack (-3, -10 Sanity), and a hefty penalty to stamina restoration (2x slower, and 3x slower).

As confirmed by the Devs (4th June, 2018):
The Chance of Death from dehydration is now:
1) 100% in the first 5 days
2) related to the thirst from then on – the longer you stay dehydrated, the higher the chance is.

i.e. If you are dehydrated in the first 5 days, at the point of the evening attack, you WILL die.

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9. Recovering Stamina: And then there’s food.

Unlike thirst, hunger and starvation probably won’t kill you (but should, I think), but balancing eating is vital to the game; eating is your primary source of Stamina. (You cannot call 12 Stamina points – or less – per hour, at rest, ‘primary’!)

Note: Try to have a bedroll in your backpack (inventory) during the night, or even at all times (but weight: 15) as this improves your evening Stamina gain. (Beggars can manage without these).

Note also, in town, pay attention to the rest icon (Zzz) near your portrait, to make sure it’s ticking away. A lot of things – like crafting – cancel the timer on the z-button. Personally I feel this is a design flaw (I assume it’s not a bug) as rest should be automatic inside the village. But it’s not. Something to be aware of. Rather annoying to leave the game in a window (optional) and return 3 hours later to find your Stamina is still zero.

See also potions: boar potion, for regaining Stamina.

Eat too much and you become overfed. There may be reasons for this but it is still a waste of food and can lead to obesity: if you are overfed at the time of the night attack there is a 50% chance of you gaining a level of Fat. Actually, in some cases that’s a positive boon as each level of obesity (of which there are 5) makes you a little stronger. Against that you are slower – outside.

i.e. the fatter you are, the stronger you are, but you cover less ground.

Conversely, being skinny costs you 20 health, and adds a strength penalty for each of the 6 levels, offset by a small boost each time to movement/mobility).

i.e. the skinnier you are, the weaker you are, but you can cover more ground, against that you lose health.

Food

Food is to be updated following the changes in the latest patch (0.7.8.2):
"Foods are now more balanced – nuts, apples and berries stamina gain is a bit reduced, the opposite is done with roots and mushrooms"

Fish, raw
Wt 4, Stamina given: Eating not recommended!
‘Smelly raw fish. You definitely won’t enjoy eating that uncooked, but it’s unlikely to cause you problems.’
Note: Eating raw fish will cause 1 point of damage to your Sanity.
Comment: This is raw fish from forest pools, not best Japanese sushi. Better cook it to be safe!

Fish, roasted
Wt: 4, Stamina given: 20
‘Both delicious and nutritious, this meal is something you don’t want to share with your “friends”.’

Meat, raw
Wt 4, Stamina given: DO NOT EAT!
Note: Eating raw meat will also cause 2 point of damage to your Sanity.
‘Some raw meat. You better cook it – otherwise you risk getting some stomach problems.’
Comment: It’s raw meat, RAW. Why am I explaining this?

Meat, roasted
Wt: 4, Stamina given: 20
‘A great looking meal, which you can’t wait to eat. Enjoy it, it’s probably one of your last.’

Apples
Wt 5, Stamina given: 17
‘Like all the other fruits, apples are only good as a dessert’

Berries
Wt 1, Stamina given: 12
‘Delicious wild strawberries, blueberries, poisonberries and others. You have to eat a lot of those to satisfy your hunger, but if bears can do it, so can you.’

Forest Cabbage
wt 20, Stamina given: 15
‘The cabbage has almost no value as a food, but it’s better than nothing.’
Comment: Note the weight. Not a food to be lugging about!

Grapes
wt 1, Stamina given: 12
‘Since you can’t make wine right now, the second best usage of the grape is to eat it.’
Note: Also gives +1 to Sanity
Comment: Only found in Points of interest.

Nuts
Wt 1, Stamina given: 18
‘Mainly hazelnuts and walnuts. They will definitely energize you a bit, but won’t keep you fed for long.’
Comment: Weight for weight, best food in the game.

Mushrooms, raw
Wt 2, Stamina given: 6
‘Hmmm, are you sure those are not poisonous? Never mind, have a nice meal.’
Comment: Doesn’t appear to actually cause stomach problems or nausea.

Mushrooms, roasted
wt 2, Stamina given: 8
‘When cooked, mushrooms become much tastier and not less poisonous.’
Note: Also gives +1 to Sanity
Comment: Questionable whether worth using the firewood to cook, (unless you need Sanity).

Potatoes, raw
Wt 10, Stamina given: 11
‘Potatoes are substantial food, but eating them raw is always a bad idea.’
Comment: May cause stomach problems.
Comment(2): Only found in Points of interest.

Potatoes, baked
Wt 10, Stamina given: 20
‘Now that’s a proper meal, at least for a vegetarian.’
Comment: Note the weight – better as Storage meals. You don’t want to be carrying these a distance.

Roots
Wt 5, Stamina given: 8
‘Whatever you could dig up from the ground. Be careful with those, some of them might not be very good.’
Comment: Might make you nauseous. Maybe an option to fill up with before the night attack, if you aren’t nauseous already. (Night attack removes the condition).

For hunters:
Note that all hunting is not equal, nor safe.
Deer and Boar typically give 15 meat, roe give 8, rabbit 3, and birds 2.
Boars and Deer can and will counter attack, and can also flee if hurt!

See also: Foraging, scouting, and exploring

See also: Grimmwood wiki: Hunger

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10: Scout every day from the Village (click on the Tower).

It only costs 3 Stamina, gives a rough guide to your survival chances, and helps to locate monster lairs (which need to be cleared as fast as possible as they spawn monsters).

The Eagle’s potion can improve this slightly.

The rare Looking Glass find (goes in Storage) can greatly improve tower scouting too.

Note that if you have the ‘nearsighted’ trait you cannot scout for the tower, at all.

grimmwood night attack prediction

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11. Use all your Stamina, every day.

Once you reach your cap (usually 250) there’s no overspill, any possible gain after that is lost. What I recommend is that if you use spare scraps of Stamina, use it on defence projects. (Or if you can only be on for a minute that day, maybe pour it into the moat, if there’s nothing else. It all helps.

(As mentioned above, there should only ever be 2 upgrades going on at any one time: the moat (which only requires a shovel or two), and one other.)

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12. Follow and participate in Chat, and in the Village forum.

These forms of communication are vital to the survival of the village, and enhance the social nature of the game.

Also, obliquely, pay attention to the status log, and to the conditions and Last Actions (in Town Hall) – especially if you are nominated as village leader. The first part is obvious, work together, or die; the second part identifies AFK’ers and ‘bandits’. (See also: Banishment, above). You can tell the rogue players – they will, for example, take all the water skins and gourds, regardless of the number, or will disappear with all the planks.

You might also want to consider other options, such as Steam groups, Facebook groups, Discord. Works best as you grow the number of trusted Grimmwood players.

Grimmwood group on Discord, discussing upgrade tactics

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13. Be aware of mobility and travel costs.

Mobility affects your travelling cost, in terms of Stamina, it also affects your ability to flee a battle. Travelling from hex to hex costs Stamina, which is affected by three main factors: Terrain, Mobility and Carry Weight. Other factors includes conditions like a Limp, or the buff/debuff from potions.

Bear in mind that the most direct path can also be the worst path, so sometimes it’s best to be circuitous. For instance, unmodified:
Crossing a meadow costs 6 Stamina, crossing hills and swamps costs 15.
However, fully laden, this rises to 14 and 35 respectively.
Forest (9/21) and Deep Forest (12/28) fall between the two.

So, as it is, a skinny traveller, with the rabbit’s potion buff, carrying the minimal inventory, gets a huge boost to mobility, and thus fleeing.

A heavily laden Traveller also loses all their Mobility perk bonus.

Equally, a really fat bloke, with a limp, and the bear’s potion’s debuff, and a backpack full of darkwood, well, he’s going to be the one the wolves eat first, if it comes to running away.

See also: Grimwood wiki: Mobility

See also: Exploring and scouting, below
See also: Mobility, below.

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14: Set your guard position.

Thus: Village > My House > Night Attack Actions > Guard > Confirm

Unless your villager is badly injured, perhaps from raiding in the day, they should be on the wall, every night. Some argue for hiding yourself in (upgraded) house, but I’m against this idea myself – unless you are badly hurt and might die in an attack.

Firstly, if the monsters are smashing down the gate and/or getting over the walls you are doomed anyway. Secondly, albeit modest, upgrading your house diverts Stamina and resources from the other defences.

You also need to have a melee and/or ranged weapon equipped (i.e in your backpack). Unless of course you want fight monsters with your bare fists. (Not advised!)

Actually – and we tested this – the more villagers you set as a Guard, the better your defence. Also, the better your guards weapons – like a bow or flintlock rifle instead of a sling – the better your defence. If really does make a bit difference!

See also: Defence plans, above.

grimmwood night attack actions

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15. Foraging, Scouting and Exploring: Know what you are doing.

Don’t go out without food and water.

Don’t amble aimlessly.

Firewood is best gathered in nearly forests, rather than the deep forests.

Gathering food from underbrush is best carried in meadows and hills.

Don’t forage out of your profession, if you can avoid it (see also Working smart)

Be aware of local resources; don’t travel 6 hex to get wood when there’s an abundant supply 2 hex away. Conversely, a good strategy could be to the resources (especially herbs, fish, meat etc) from as far away as possible, at, first, because as the grid fills up with monsters they be unobtainable later.

However, note that resources – game, fish, herbs, even trees do regenerate, some a lot faster than others. So, for instance. that ‘scarse’ undergrowth may, the next time you return, prove to be abundant again.

Don’t travel out too far, you ideally want to be back in the village before the Night Attack. (Scout are able to survive best, but survival is not guaranteed).

Be prepared to have a camp (ideally in the deep woods, it’s safer!), tent, fire, bedroll if you intend on staying out the night. Don’t die of thirst!

Follow mode:
You have to set trusted for this to work. It allows others to guide you back to town (even if you are logged off), even feed them if necessary. However, it also lets them do other things, like help them in a battle, or if they are particularly malicious, to feed you to the wolves! You are literally following them blindly because in all probability you aren’t even on-line at the time.

(See also Mobility, below).


MEADOWS
Underbrush is is common, then ponds, and then hunting grounds

Gathering herbs: golden thyme and black garlic are most common, but wild mint, redberry and needleflower can also be found. Little or no maiden’s lily, hag’s leaf or pelflower occur in meadow’s

Gathering food in the underbrush: expect to find apples mostly, then nuts and berries, then roots and mushrooms.

Fishing: mostly small and medium fish, so use a fishing net.

Pond water here has a high chance of causing an upset stomach. Avoid.

Camping in meadows: don’t, you will probably be seen.
Similarly, being open, monsters have a much higher chance of detecting you.

FORESTS
Forests always contains whitewood grove, with lots of hunting grounds and underbrush. Ponds are rare here.

Gathering herbs: wild mint and redberry are most common, but golden thyme, black garlic and pelflower can also be found. Little or no maiden’s lily, needleflower or hag’s leaf are found in the forest.

Gathering food: mostly roots and cabbage, with a chance of nuts and berries. This is a poor return on stamina as cabbages are very heavy (20), as are roots (5).

Gathering whitewood: use an Axe to chop down these.

Gathering firewood is easiest in the forest and whitewood groves.

Fishing: mostly small and medium fish, so use a fishing net.

Pond water in forests have good chance of causing an upset stomach, drinking is not adviced.

Camping in forests is safer than meadows, but not guaranteed.

DEEP FORESTS
Deep forest areas always contain a darkwood grove, with lots of hunting grounds and underbrush. Ponds are rare.

Gathering herbs: maiden lilies mostly, but also black garlic, wild mint, redberry and hag’s leaf. Little or no golden thyme, needleflower or pelflower grow in the deep forest.

Gathering food: most roots, mushrooms and cabbage. All poor foods. Scavenge for food here asa last resort.

Gathering darkwood: use a Saw here.

Gatheriing firewood is harder in the darkwood groves of the deep forest

Fishing: mostly small and medium fish, again, use a fishing net.

Pond water is the deep forest is cleaner tan other areas, but skill carries the risk of an upset stomach.

Camping in the deep forest, while still not guaranteed, if the safest option.

SWAMPS
Swamps mostly contain ponds and herbages, with the occasional underbrush.

Gathering herbs: Hag’s leaf is most prominent, but black garlic, golden thyme, redberry maiden’s lily can be also found. You are unlikely to find wild mint, needleflower, or pelflower here though.

Gathering food: mostly roots, mushrooms and cabbage, but nuts and berries can also be found. Poor foraging overall.

Fishing: huge fish can be found here, so take a harpoon, but a net will be handy as well.

Pond water – in a swamp – what do you think is going to happen if you drink it!

HILLS
Can be rich in ‘Points of interest’. Hills can also reveal details of the neighboring areas, up to two hex away. Hills can be a wealth of herbages and underbrush, but ponds are common too.

Gathering herbs: pelflower and needleflower are most abundant, but golden thyme, black garlic, wild mint and redberry can be found. You are unlike to discover maiden’s lily here, nor hag’s leaf.

Gathering food: berries are by far the most common, therefore it’s highly efficient to forage here.

Fishing: mostly medium to large fish, so a fishing rod is best here, perhaps with a net. A harpoon will not be needed.

Pond water in hills is very clean by comparison to other areas. Unlike springs (from Points of Interest), the water isn’t entirely pure, but the chance of an upset stomach or nausea is very low.

Camping in hills is probably not recommended.



Grimmwood: Travelling through the forest

Grimmwood: Searching locally, and making camp

Grimmwood: Follow mode:

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16. Potions and herbs

Be aware of the value – and cost – of potions. Note also that potions last all day, expiring with the Night Attack.

As well and negative conditions, strong potions, (bad food, and dirty water) can cause stomach problems, wherein stamina is reduced by 25, thirst increases 2x faster, it stops you eating some food, and prevents you drinking any more strong potions that day. Mint tea can help, possibly, and there’s a 50% chance it will pass with the nightly attack.
Note that a side-effect of curing stomach problems with Mint tea is nausea!

A lesser condition is nausea, affecting what you can eat, and also stopping you drinking any more strong potions. This passes overnight.

Gathering herbs. What and where. (See also herbalist above.

I/we are still researching this, but based on the tool tips, for the long term, herbs are incredibly rare and will quickly run out as the days progress.

Meadows are only mostly found within 2 hex of the village, but do occur at the outer reaches of the maps. Once those are picked clean, that is it!

Swamps are typically even more limited and spread widely across the Grimmwood.

Forests and deep forests are widespread and typically start 3 hex form the village and extend to the end of the map.

Hills are rarest of all, and are typically several hex out from the village.

Golden Thyme
‘You can brew a healing tea from this herb’
‘Golden thyme is most often found in the meadows. Tea brewed from this herb has incredible healing properties.’
Used for: Healing Tea
Most abundant in meadows, less so in forests,
Cannot be found in deep forests

Black Garlic
‘Black garlic is most often found in the meadows.
It is used for brewing boar’s potions.’
Most abundant in meadows
Cannot be found in: ()

Wild Mint
‘Wild mint is most often found in the forest. Brew it to make very effective medicine for stomach aches.’
Used for Mint tea
Most abundant in the forest.
Not found in swamps

Redberry
‘Redberries are most often found in the forest.
It is used for brewing squirrel’s potion.’
Most abundant in the forest.
Not found in:

Maiden’s Lily
‘Maiden lilies usually grow in the deepest forest.
It is used for brewing rabbit’s potion.’
Most abundant in the deep forests
Cannot be found in: meadows, forests, or deep forests

Hag’s Leaf
‘Hag’s leaf usually grows around swamps. It is used for brewing owl’s potion.’
Occurs in: [ swamps and ? ]
Most abundant in: swamps, can be found in the deep forest
Cannot be found in meadows, forests, or deep forests,

Needleflower
‘Needleflowers usually grow on hill tops. It is used for brewing eagle’s potion.’
Most abundant in hills.
Cannot be found swamps, forests or deep forests

Pelflower
‘Pelflowers usually grow on hill tops. It is used for brewing bear’s potion.’
Most abundant in: hills.
Cannot be found in: meadows, swamp or deep forests


Use them sparingly, and wisely. Potions should ideally be crafted by the nominated herbalist/alchemy. (Cuts down on waste and losses)

Rejuvenation potion.
Restores full stamina. Cannot be crafted in the game. The potions you get on creation (or rare finds) are all there is, so don’t waste them.
You can only drink one Rejuvenation potion per day. It also causes nausea. (Villagers with the Resistant perk have a chance to avoid this nausea).

Squirrel’s potion.
Gives you the Hyperactive buff (+60 Stamina), but you regain 30 less Stamina in the Night Phase.

"This potion will instantly energize you, but might have its toll on your night’s rest. Also, your stomach might not take it well."

Not a great potion, but if you are exhausted a few hex from the village just before the nightly attack, it might save your life.
Note that the Hyperactive buff can now be removed with Mint Tea

Eagle’s potion.
Gives the alert buff (+20 Perception), but give a -10 Concentration penalty.

"This potion will boost your senses, but will make you anxious and it will be hard for you to focus on anything for long. Also, your stomach might not take it well."

Good for Scouts, or for Scavengers searching for Points of Interest, searching in general (i.e. herbs, firewood, hunting game), and improves your attacks in when using ranged weapons. But it’s bad for crafters.

Owl’s potion.
The reverse of the Eagle potion, above, this gives the Deep focus condition (+20 Concentration), but comes with a -10 Perception penalty.

"This potion will help you concentrate greatly but your perception will be dulled. Better use it only before some calm and complex task like crafting. Also, your stomach might not take it well."

So, great for crafters, for fishing and hunting, and also for using ranged weapons. Bad for scouts, scavengers and others.

Rabbit’s potion.
Give you the Aerobic state (High Mobility boost), but carries a -10 Strength penalty.

"After drinking this potion, you will feel less fatigue when travelling, but also weakness in the muscles when performing physical tasks. Also, your stomach might not take it well."

Great for scouts, or for foragers travelling afar, especially if someone else is carrying the load. Should also help offset having a Limp. Bad for woodsman and others that rely on high strength.

Comment: Rabbit’s potion needs to be updated following patch 0.7.8.2 :
"Aerobic state (rabbit’s potion) is even more beneficial"

Bear’s potion.
Makes you Empowered (+20 Strength boost), but lumbering, as it carries with it an average mobility penalty.

"This potion will boost your strength, but it will make your movements more stiff and you will walk and run more slowly. Also, your stomach might not take it well."

Probably best for labourers and woodsmen, fights using melee weapons, or others relying more on strength.

Boar’s potion.
This increases your metabolism and instantly makes you hungry.

"This potion will boost your metabolism – it will instantly increase your hunger. Also, your stomach might not take it well."

No obvious side-effect on taking, but can, like all strong potions, upset your stomach.
May increase the rate you get hungry.

Instantly increases your hunger, typically dropping you down a level, for instance from ‘well fed’ to ‘normal’ to hungry.
The advantage of this, especially if you need Stamina, is you can eat again and carry on.

Best saved for raid parties, and maybe scouts. Also useful if you are overfed just before the night battle and don’t want to risk getting fat.

Healing tea.
As it says on the label, has incredible healing powers.

(There may be a limit to the amount you can take, like other potions).
Note that healing tea restores 20 Health, but Bandages restore 25% of health, thus if you are at death’s door after a battle, use the bandage (up to 50%), then the healing potions.

Also, both of those should be used sparingly, saved for organised raids on monsters and lairs, or after the evening attack.

Mint tea.
May help upset stomachs caused by eating dodgy food or drinking dirty pond water.
However, note that a side-effect of curing stomach problems with Mint tea is it causes the (lesser) condition of nausea!

Mint tea can also remove the ‘hyperactive’ side effects of Squirrel’s potion.

Note that Mint Tea will NOT counter the nausea effects from drinking strong potions.

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17. Conditions:

Conditions are anything that bolsters or diminishes your character. The worst conditions are causing by failing sanity, but potions and other factors (like creation perks) play a role too. These can be cumulative.

In Grimmwood conditions stack up 


Concentration represents the villager’s ability to perform complex tasks, their timing, and their responses to a situation.

Concentration affects ranged attacks, crafting, hunting and fishing. Concentration is improved (on creation) by the Focused Perk (+10)

Also by being ‘Invigorated’ (+3/level, max 6)

Deep focus, from Owl’s potion, increases it by 20 for the day, (but you lose 10 perception)

Concentration is decreased (on creation) by the Absentminded ‘Perk’ (-10)

… by the Sanity: Stressed Condition (-3/level, max -6)

… by the The Alert Condition, for the day, from Eagle’s potion (-10)

… by the Sanity: The Hectic Condition, (-20).

 


Perception is how sharp the villager’s eyesight is, his eye for details.

Perception affects ranged attacks and searching, which covers Points of interest, hunting game, gathering firewood, gathering herbs, etc.

It also affects how well you ‘Scout’ from the watchtower.

Perception is increased (on creation) by the Sharp-eyed Perk (+10)

Also by being Invigorated (+3/level, max 6)

Alert Condition, from the Eagle’s potion, increases it by 20 for the day, (but you lose 10 concentration).

Perception is decreased (on creation) by the Unobservant Perk (-10)

… by the Sanity: Stressed Condition (-3/level, max -6)

… by the Deeply focused Condition, for the day, from Owl’s potion (-10)

Dexterity represents how well the villager is at certain task, especially with their hands and when using tools.
It is not (at present) affected by potions.

Dexterity affects Melee attack action, Defence in combat, fishing and chopping wood.

Dexterity is improved (on creation) with the Dexterous Perk (+10)

Also by being Invigorated (+3/level, max 6)

Dexterity is decreased (on creation) by the Clumsy Perk (-10)

… by the Sanity: Stressed Condition (-3/level, max -6)

… by the Sanity: Terrified Condition (-20)

Strength is a measure of the physical power and carrying capabilities of the villager.

Strength affects chopping wood, melee attacks, and carrying capacity.Strength is increased (on creation) by the Strong Perk (+10)

Also by being Invigorated (+3/level, max 6)

The Fat Condition can also raise it (+5/level, max 25), but at a diminishing cost to mobility

The Empowered Condition, from Bear’s potion, increases it by 20 for the day, but you lose some mobility.

Strength is decreased (on creation) by the Weak ‘Perk’ (-10)

… by the Sanity: Stressed Condition (-3/level, max -6)

… by the Skinny Condition (-5/level, max -30), though there is a small Mobility boost per level (I assume this movement bonus is +5/level).
Note that being skinny also reduces your health by 20.

The Aerobic state Condition, from Rabbit’s potion, decreases your strength by 10 for the day, though you gain a high mobility boost (I assume this means +20).

 

Mobility

Finally there is mobility, which affects how far a villager can travel in a day, and what chance they have of fleeing from a battle. It is greatly affected by encumbrance, by the weight they carry in their backpack.

Travelling cost, in terms of Stamina, is directly related to the character’s Mobility and the terrain of the area they are about to enter. Meadows are easy to cross, forests a bit harder, deep forest is even more tiring, while traversing swamps and rugged hills are the most exhausting of all.

On calculating mobility stacks. Waiting on an anwer from the Devs. For now:
‘Huge’ increases are in thirds (e.g. 0 is 100%, laden 1 is 133%, laden 3 is 200%)
‘large’ I assume is quarters (e.g. 75% or 125%). Could be fifths. Or…
‘average’ I assume is in eighths (e.g. average is 87.5% or 115.5%). Could be tenths. Or…
‘small’ increments are, I assume, in twentieths (i.e. 95%, 90%, 85%… 105%, 110%).

Mobility (rolled on creation with the Traveler perk) give a big boost to mobility – but only if they are travelling light.

The Skinny Condition gives you a small Mobility boost per level (max 6 levels).
However, each level also reduces your strength by 5 (max 6 levels).
Note especially that being skinny also reduces your health by 20.

The Aerobic state Condition, from Rabbit’s potion, gives you a big boost to mobility for the day, however it also decreases your strength by 10.

Mobility decreased (on creation) by the Limp Perk, carrying an average penalty.

The Loaded Condition (a partially/full backpack) carries a Huge penalty. (This is percentile, in 1/3 increments)

For instance, crossing a meadow lightly packed is 6 stamina, at level 4, it rises to 14. Similarly crossing a swamp or a hill costs 15 to 35 stamina, even without other factors.

The Fat Condition carries a Small mobility penalty per level (5 levels), but you gain a little strength with each level.

The Empowered Condition, from Bear’s potion, gives and average penalty for the day, but you gain strength.

See also: travel costs, above.

See also the wiki: Mobility

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18. Choosing your weapon(s):

Unlike most game, (e.g. AD&D: club, 1d4, mace 1d6+1), there is nothing in this game that clearly says whether one weapon is better than another, but there are clues, plus help from the wiki. Note that this applies more to targeted (hex) battles than the automated Night Attack, but there is some overlap.

See also Defence plans, above.

See also battle, below.

Pure tools:
No, just no!

Tools/Weapons:
Do not use tools as weapons, even if it suggests you can (e.g the spade)! These include harpoon, shovel, hatchet, small hammer, sledge-hammer, knife or axe. Well, you can argue for the axe, especially if you are a woodsman.

Weapons, ranged:
All ranged weapons have roughly the same chance to hit.
Tooltips regardless, ranged weapons do not require ammunition.
(Nor, I believe do flintlocks actually backfire, but correct me if I’m wrong).
Note that flintlocks cannot be crafted, but may spawned on creation, or be found in Points of Interest (e.g. dead bandit, dead soldier, hidden stash, hunter’s cabin).

Note that hunters get a bonus to accuracy when using all ranged weapons.
Note that aristocrats gain a bonus when using flintlocks.

Ranged weapons include:

Sling (8/8): (the weakest of all ranged weapons).
Bow (6/6): (better than a sling).
Flintlock pistol(4/4): (stronger than the bow).
Flintlock rifle (4/4): (stronger than the pistol).

Weapons, melee:
Note that woodsmen get a bonus when using an axe, but it’s probably not the best weapon for anyone else.
Note that Aristocrats gain a bonus when using a sword in battle.

Melee weapons include:

Quarterstaff (9/9): (better than nothing, just).
Stake (6/6): (simple and effectively, mostly).
Spear (4/4): (good reach, can be thrown, high chance to hit).
Axe (8/8): (high damage, but less likely to hit than a sword or spear, however woodsmen get a bonus when using this weapon).
Sword (5/5): (average damage, good chance to hit).

Weapons, epic:
These cannot be crafted in the game, or on creation, but are available in other ways, such as beating ‘boss’ monsters like the witches, and giants, and looting their lairs.
Rumoured epic weapons include the Masterful bow, the Dead-eye Flintlock (said never to miss), and the Sword of the Red King.

So, the best weapons are the sword and the rifle, no real surprise there. However, notice that they are also amongst the least durable. Once a weapon’s drops to 1/x, it really does need repairing. Using a weapon that damaged is asking for trouble.

Epic/legendary weapons and other rare objects:

These are only found in Ruined Chapels and are guarded by an epic Giant or Witch.
"An item with great power rests between the walls of this place. Surely, it has attracted the attention of great evil."

Witches hit often, and hit hard. You need overwhelming fire power, ideally rifles.
Giants miss often, but when they hit, it can me a one-shot death (deals about 95 damage.). Again, go in hard and fast, with overwhelming numbers.

As for the risk/reward, chapels can contain up to two rare and one epic item. These include Rejuvenation elixir (x2) or:

Sword of the Red King (10/10), Wt 15
A legendary weapon, once reaping lives in the hand of the Red King. Some say it is blessed, others – cursed, but what is known is that no other blade is that light and sharp.
Comment: Best for an aristocrat, else for a strong melee fighter.

Grimmwood rare object - Sword of the Red King

Masterful bow (9/9), Wt 10
‘Made by a master craftsman,this bow has perfect qualities, leading to higher accuracy and speed of your arrows.’
Comment: should ideally go to a hunter, not to the first person to grab it, ‘cos shiny!

Grimmwood rare - Masterful bow

Dead-eye Flintlock (/), Wt ()
.
Comment: should go to an Aristocrat, else a hunter, not to the first person to grab it, ‘cos shiny!
Comment(2): Yet to see or hear of this dropping.

Breast Plate, wt 75
‘Heavy metal armor protecting the most vulnerable zone of your body.’
Bonus: (?)
Comment: Very heavy. Best used for Witch/Giant encounters.

Grimmwood rare Breast plate armour

Boots of Speed, wt 20
‘Rumors has it that these boots were enchanted many years ago by the great royal magician Sian as a gift for a young prince! While wearing them you will be able to travel faster and further than any mortal man.’
Bonus: Mobility boost.

Grimmwood rare - Boots of Speed

St. Valence’s Relic, Wt 200
‘The remains of saint Valence’s, the protector of all man. While these are in the village storage, they will empower the defenses within the village walls.’
Bonus: adds +10 to Defence. MUST stay in Storage

Grimmwood rare - St Valences relics

Looking Glass, Wt 30
‘While this peculiar item is in the village, enemies are spotted from afar and scouting from watchtower is improved.’
Bonus: Improves scouting from the tower for all villagers. MUST stay in Storage.

Grimmwood rare - Looking Glass

Dust of Disappearance, quantity: 3, Wt 2
No one knows how this strange dust is made and by whom. What is known is that spreading it will make a thick and tearing cloud, which will allow you to escape unharmed from battles.
Bonus: On use, allows you to flee an encounter without taking a hit. Best saved for scouts.

Grimmwood rare object - Dust of Disappearance

Water of Life, wt2, quality: 3
‘This holy water is the essence of Life itself. Pour it on a villager’s corpse in the day of his death and that will bring him back to life, unless his soul is already gone!’
Comment: Allows a recently deceased player to be resurrected from their grave.

Grimmwood rare - Water of life

(Telescope) ?
.
Comment: may in fact be the Looking Glass (above), but could be an scouting tool for explorers.

Thread by one of the Dev’s (Alex) on killing a Giant:

Many players = less chance of attacks from the giant.
Strong weapons help, high damage ones, since the giant almost ignores light wounds.
Potions to boost your attacks.
Run when wounded – dust of disappearance is great here.
Time your attacks, so that you’ll avoid receiving two attacks from the giant in short period. (Avoid attacking if there is a wounded player – it’s time to run)
Don’t enter a battle with giant, if you don’t have full Health.

Plate armor and Sword of the Red King are priceless here. And, yeah, I know you have to kill him first to get them, but you know what people say – your first giant is always the hardest.

In general, the most important tip should be Form a group of at least 5-6 people

( Alex: Killing Giants )

Tips on killing the Witch, via wiki

Witches are high dangerous, and are considered armoured. As such you need a band of people with the best possible weapons. Breast plates help too.

She can be killed with just four rifle hits, so a having aristocrats and hunters with rifles and the owl’s potion is best. Even better if they have the focused trait as well.

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19. Sanity

The lower your Sanity is, the less efficient you are. Low Sanity results in some seriously unpleasant Conditions. (I assume the negative conditions can stack). Stay happy!

Basically get back to the village before nightfall, be ‘well fed’, hydrated (i.e. not thirsty/dehydrated), healed up/healthy, and set your evening activities accordingly (e.g. Socialize: dance).

Sanity conditions include:

Invigorated: +3 Strength, Dexterity, Concentration, and Perception /level (Max +6)

Stressed: -3 Strength, Dexterity, Mobility, Concentration, and Perception /level (Max -6)

Disoriented: Chance to lose your way while traveling in Forest (10%)/ Deep Forest (25%)

Terrified: The character cannot fight or defend, AND has -20 Dexterity

Insomniac: -50% Stamina recovered during the Night Phase

Hectic: -20 Concentration

Depressed: The character cannot Socialize or Romance

Avoiding mental instability, and recovering Sanity

Firstly, really, try not to have a character that’s unstable! As just mentioned, be ‘well fed’ just before the night attack. Equally, being hungry and/or thirsty takes (3) from your sanity, and starving or dehydrated even more (-10 Sanity each). Eating raw fish or raw meat will damage your mental state too!

If you are injured, get healing as soon as possible – damage costs you 7 Sanity per bar of damage, being healed recovers most of this.

If you sanity is low, avoid group battles as seeing another person die will cost you 10 points of sanity.

And really, avoid the option to romance those ‘beautiful’ villagers as a) rejection hurts and b) if cheat, or worse, they go and die on you, you lose a whacking great 40 Sanity.

Actively recovering Sanity

Eating grapes (if you can find them) will restore 1 point of Sanity eat, as will eating cooked mushrooms.

Being healed restores 5 sanity per level/bar.

Being well fed (or overfed) during the night attack restores 5 Sanity.

If your sanity falls particularly low, ‘hide’ in your house, avoid defending the village in the night phase. Equally avoid camping in the night, and active battles.

Mediating (the default) during the night phase is great as it restores more health and stamina, but if your sanity is failing, and you don’t want to risk romancing, then Socializing (sing, dance, play, attend) is your best option. However, it is somewhat dependant on others also doing so. There doesn’t appear to be a difference between the forms, though the wiki gives the following formula:
Socializing Sanity bonus = 5 + number of socialising players +/- Funny/Bard/Grumpy effects)

See especially: Grimmwood Wiki: sanity for a greater explanation of the mechanisms for losing and regaining Sanity.

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20. Battle

You can probably easily solo a Gray Dwarf, or a single wolf. Against a bear, odds are it will kill you. Against groups of these, or harder monsters like knockers, witches, giants and witches, you better go in mob-handed, and be prepared to die.

In regular hexes, depending where you enter, where they loiter, whether you are intimidating etc., and how aggressive they are, you can enter, enter search the area (casually) and leave without starting a fight. (Or you can flee and hope!)

If you have planned this, be prepared. Agree a time, co-ordinate in-game, or in apps like Discord. Have healing potions, bandages, food etc. aplenty. Have one person call the start to attack, attack as one, and be fast: hesitating can get someone killed. Perhaps you!

In a typically battle, it’s fairly passive, as fights go. You move in, you click the/one of the monsters, and opposing parties line up. The leader calls the ‘attacks’ and you all press attack. The next round starts when someone presses ‘attack’ again. Not until. A single or band of Gray Dwarves are typically dead in two rounds, if the odds are equal. For bigger, harder foes, like giants and witches, possibly with epic rewards, you want the odds very much in your favour. The more the better!

Note especially, sometimes (like with wolves, it’s not possible to flee) and if you are on your own, trapped by 6 angry beasts…

But it need not end there! One of our villages was caught in just that way, only 3 people on-line, odds were looking grim. Thing is, luckily, the game saves the current state, so he just logged out and left his villager stood there, petrified. Twelve hours later we mounts a rescue attempt and saved him. Of course if he’d been there during the Night attack he’d have died, but you have a substantial window of opportunity to rescue valued villagers, especially as the days and weeks roll on.

Note that:

Strength affects melee combat.
Perception affects ranged combat.
Concentration also affects ranged combat.
Dexterity affects fighting.
Mobility affects fleeing.

Note also that your choice of weapon matters! See weapon choice, above.


Grimmwood: Battle:

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21. Steam Friends system

As mentioned in the intro, the game will try to match you up with your friends on Steam, allowing you to play together. One of the benefits of this, besides giving you a better chance of success, is making the game more enjoyable.

If you can get organised, create your characters around the same time, coordinating via something like Discord. One person starts, joins a village and if it’s day 1 and pristine, or otherwise suitable (e.g. not a day 5 failfest), the others can create and join him/her.

Note that you cannot join if the village is full (i.e. has 40 villagers), or has progressed past day 5 (i.e. is on day 6 forward).

Note also this caveat: to deter exploits etc., if you die, it’s final as far as that village goes. i.e. You can’t create a new character and return to a village that has a corpse from your account, you are locked out.

A new feature is the ‘Pick a Village to Play In’ function:

Above caveats aside, with each new Character Creation the Player will be able to choose from a list of the currently opened Villages in which his/her Steam Friends are playing.

The Player is also allowed to choose a random Village if he/she chooses to.

Additional information will be displayed is displayed for each Village, showing which game day the Village is in, and how many Players are currently playing in it.

Important: Please note that in order to work this feature needs you to switch your Steam account to Public Mode (the default option.)

Grimmwood - choosing your village

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