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Abilities are a character's various strengths. Many factors can contribute, including race, class, traits, skills, and equipment.

Primary Abilities[]

Primary abilities are those which are innate to a character and can be changed at character creation, with traits, and through skills.

Strength[]

Strength is a character's physical prowess. It affects Attack Power and Carrying Capacity.

Dexterity[]

Dexterity is the ability to move quickly and perform maneuvers that demand accuracy and a keen eye. It affects Accuracy, Evasion, and Fire/Shock Resistance.

Vitality[]

Vitality represents a character's overall health and stamina. It affects the amount of Health points gained at first and subsequent levels as well as helps to get rid of harmful conditions. Also affects Cold/Poison Resistance.

Willpower[]

Willpower is the force of the mind and the ability to manipulate arcane powers. It affects the amount of Energy points gained at first and subsequent levels.

Secondary Abilities[]

Secondary abilities are those which are determined by a character's primary abilities, equipment, traits, and skills.

Health[]

How much damage a character can take before being downed. It recharges over time and can be restored using a Healing Potion, Crystal of Life, or by resting. It is determined by race, class, and Vitality. Can also be increased using a Tome of Health.

During character creation, each point of Vitality gives +2.5 Health (the result is rounded down when displayed, so it effectively alternates between +2 and +3).

  • Health gained per level is 1-3.
  • Every 2 points of Vitality below 10 lowers this by 1, to a minimum of 1.
  • Every 2 points of Vitality above 10 raises this by 1.
Vitality 6 7 8 9 10 11 12 13 14 15 16 ...
Health 1 1 1-2 1-2 1-3 1-3 2-4 2-4 3-5 3-5 4-6 ...

Energy[]

How many actions a character can perform before becoming tired. It recharges over time and can be restored using an Energy Potion, Crystal of Life, or by resting. It is determined by race, class, and Willpower.

During character creation, each point of Willpower gives +2.5 Energy (the result is rounded down when displayed, so it effectively alternates between +2 and +3).

  • Energy gained per level is 1-3.
  • Every 2 points of Willpower below 10 lowers this by 1, to a minimum of 1.
  • Every 2 points of Willpower above 10 raises this by 1.
Willpower 6 7 8 9 10 11 12 13 14 15 16 ...
Energy 1 1 1-2 1-2 1-3 1-3 2-4 2-4 3-5 3-5 4-6 ...

Attack Power[]

Attack Power represents the damage output of a character's physical attack. It is determined by Strength and equipped weapons.

Every 2 points of Strength gives +1 Attack Power, starting at 10 (can't be negative).

Accuracy[]

Accuracy represents how likely a character is to hit a target. It is determined by Dexterity and equipped weapons.

Every point of Dexterity past 10 gives +1 Accuracy (can be negative).

Protection[]

Protection represents how resilient a character is to damage. It is determined by equipped armor pieces.

Evasion[]

Evasion represents how likely a character is to dodge an attack. It is determined by Dexterity and equipped armor pieces.

Every point of Dexterity gives +2 Evasion, starting at 12 (can be negative).

Resistance[]

Percentage-based resistance to Fire/Cold/Poison/Shock. Affected by Dexterity (Fire and Shock), Vitality (Cold and Poison), equipped armor pieces, and some magic.

Vitality- and Dexterity-based increments both follow the same pattern: at 10 or below, the resistance is 0, while at 32 or above, the resistance is 100 (immunity).

Vit/Dex ≤10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32+
Resist 0 1 2 5 8 11 14 18 22 27 31 36 41 46 52 58 64 70 76 82 89 96 100

Maximum Load[]

The total weight a character can hold, including items both equipped and held (both in inventory and containers). It is determined by Strength. When reaching 85% of Maximum Load, a character becomes Burdened (reduced movement speed).

Every point of Strength increases Maximum Load by +3kg.

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