Avernum 2 Annotated Maps
Strategy and Tips
Small tips:
- If you see something that is Not Yours in a barrel or crate, just move it
around until you get out of sight and steal away. This is especially useful
for newer parties in Fort Avernum's supply depot. -- Adam Foltzer
- At the beginning of the game, pick up every object that you can without getting caught
for stealing. Once your cash flow begins to grow, just loot those objects that
have a high cash value. This way you’ll be saving some major space in your
inventory. -- Pete Vrankovic.
- Never sell anything if you have 9000 gold. That is the limit you can carry and saving
objects for when you’re low on cash is a good plan. If you want to free up your inventory
just drop them while close to a dealer. That way you can pick them up later if you need to.
-- Pete Vrankovic (this and the previous tip come from the
GA-RPG review of Avernum).
Tips from silver:
- In the early game, battle rage OFTEN. which is why both your spellcasters
should have it. One for each fighter. Always put a point of priest on your mage.
- Most important stats: Strength - on all characters. affects the weight
of items you can carry (good armor is heavy) and damage you can absorb via hardiness.
Cave Lore - avoid those wandering encounters. Some cave lore is needed
to ID some patches of potion ingredients as such. These are always the
ingredients with the highest value. Plus there's random rewards here and there
for high cave lore.
- Don't bother with "back up plans in case I run out of spell points" - there's
only four places in the game where you can't just walk outside and wait until
you have spell points again, and three of those are the last maps of the three major
quests. Take energy potions on those levels (or save your wands for them).
- Don't bother with non-sword weapons or skills. You just don't have the
points to make it worthwhile, and the best magic weapons are swords.
- Don't bother with potion making at first, but keep those ingredients.
Potions have a higher re-sale value than their constituent ingredients.
You probably don't need to make potions to use - only some
invulnerability and restoration and energy is useful, only in the last
levels of the three major quests.
- Don't bother with food - the 'wait' key works as well as resting - better,
in fact, since you can wait in areas where you can't rest.
- Haste level 3 is the best spell ever. 3 spell points, fixes up your whole
party.
- Habitually hit control-S often.
- Historical scrolls, sacks of meal, ore, and the like are waste of time "quests".
You don't have the inventory space to worry about it for the tiny rewards you'll get.
(The problem isn't the weight, it's the limit of 20 items combined with none of these
things being "stackable")
- Tool use is still important for traps, no matter how good your unlock doors spell
is. Build it up.
- You can get a Magery of 8 (or even 10) if you wait to use the crystal until after you buy the
first five levels. Similarly with blademaster, you can get to level 8 or even 11
without any skill points at all.
Tips from Dr. S. Douglass:
[ed. note - Dr. Douglass beta tested the games and has played through it quite a few
more times than I have. I retyped most of a letter he sent me mostly about character/
party design]
"I noticed that you have mentioned having two swordsmen up front as quite a few else
have, and I agree. This can be a good thing. However, there is a good use for spears.
The enchanted ones like Ghoulbane and Smite are useful, and then there is the SHDB.
Super heavy damage blow. With a Blessed Halbred, a high assassination skill, and
battle rage, I have seen a character hit for 200+ damage in one strike. You
must admit that is pretty impressive." [ed note - even with my cheated-for-mapping
character, I never saw strikes over 100 damage using a sword].
"The same thing for Crossbows. 32 points of damage is the base factor for
damage. With battle rage, and a good hit, they can do some serious damage.
Quite good for a spell caster with low spell points or when those damn Mung
Demons dumbfound you. Archery is a good skill to have for limited purposes.
"Me personally, I have a slightly different party structure, and I find, in
the long run, this works. Two swordsmen, one spearman, and one mage/priest (like a hedge wizard).
Starts off slow and you need to buy a lot of knowledge brews for the spell caster,
but, in the end this guy is a powerhouse. With all the mage and priest levels,
his (or her) magic resistance is top notch. Spell points in the hundreds.
I have even seen my spell caster resist a dumbfounding from a Mung Demon once
(and only once. since then, this has never repeated).
"Also, fun things to try: Beat the game with four fighters. No spell casters.
It can be done. Just have one guy with potion making skill. This is not at
all easy. For even more of a challenge, same deal, with with 4 Archers. In
some ways this is actually easier. You seem to take less damage when you
avoid close combat. Killing Hawthorne was a problem that I would rather not
talk about, but I will say, each shot took about one point most of the times
from those Royal Guards. Ugh. Four Priests. Plenty of healing, and some
serious punch at the end. Four Priests, each one casting Divine Warrior on
themselves. The effect was awesome. For all these parties, bring tons of
Dispel Barrier crystals and scrolls. And then four Mages. I think this one
was my favorite. You can summon an entire army of critters with this team,
and have them do the physical combat. However, fighting Mung Demons was a
serious problem. That was very bad. And last but not least, four thieves.
In this game there are blessed daggers, an Assassin's dagger, and a Diamond
Dagger. This was kinda interesting. I mostly would sneak around and avoid
combat all together. Lots of Assassination skill made the times when I did
have to fight much easier."
Tips from Alexander Denev:
- For PCs you create yourself, you might try the combination of Natural Mage +
Brittle Bones (or Sickness Prone) for a mage; you'll probably be able to
keep him/her out of melee. Also, Fast on Feet might be fun to experiment
with.
- The NPCs start with zero experience (even L20 Bekka), but get lots of
'free' skill points, only some of which are wasted on things like First Aid.
So, in the long run, it pays off (although it might pay off too late). Also,
don't forget that you can customize the NPCs by changing the name and graphic.
Scott Rychnovsky's Two-Character Party Story and Tips:
I went through the game with a two-member party: Priest-(elite
warrior) and Mage a (natural mage). It was very hard early on, and
lots of the groups one wanders into are very rough. Always use battle
rage and haste or you will not have a chance. I turned both of them
into very good fighters, with the priest specializing in melee weapons
and archery and the mage specializing in pole weapons and archery.
A group of two improves fast because they split all the experience
points. By the end of the game they were completely maxed out (well
over 24000 experience points; they max out at level 40). The priest
ended up at level 17 and the mage at level 13, but they were very good
warriors and very hard to kill. Keep lots of potions around (healing
and energy) for the nasty parts. The various ambushes were very
interesting. I found the Grah-Hoth fight easier with this pair than
with the default group -- you don't have any weak characters to die on
you. The best pole weapon is the jade halberd and the best melee weapon
is the alien blade. There are always enough magic rings and good armor and
weapons to equip two characters.
Hints from Matt P
- ITEM STATS:M In general, try to figure out if something is better than
what you've got. For instance, a stone spear has stats of 2-20 -1,
whereas an iron spear has stats of 2-20. The stone spear has an
average damage rating of 10, but the iron spear has an average damage
rating of 11. Go for iron. This is pretty much always true. The
hierarchy of items is bronze/crude/poor/stone < iron < steel < blessed.
Look in the equipment section for a stat summary.
- FINDING STUFF: Look in items. Press "L" and choose something. The
best stuff is found in crates, barrels, dressers, bookcases, desks, and
of course chests. On rare occasions, you can find stuff in other
objects- for instance, in Fort Ganrick, there are some casks in the
equipment room which have some cheap wine hidden in them, which you can
take.
- It ain't a crime if you don't get caught. Many items have
a "NY" next to them. If you try to take the item, and someone is
watching, you get in trouble (and may even instantly die). There are
ways around this.
- FOOD: There's a big selection of food in this game. Generally, I go
for the lightest (greens), and ignore the heavier lizard haunches and
fine meals. If you want variety, pick up all that you can. You should
never need to buy food, as there's always plenty lying around.
- LOOT: From luthien on the spiderweb message boards: If you're loading
up on loot and hit the max items, you can pick up a couple more things
if you equip the non-magic jewelry (or any other items like bows and
missiles that you don't already have equipped). This is typically only
useful earlier in the game before your characters are completely decked
out. Also, you may find yourself unable to carry any more. There are a
few ways around this, from Zeviz: There is also a (slightly cheating)
way to carry much more than your weight allowance. When you are trying
to equip an item, it does not go through the weight check. So if you
equip that super heavy Empire armor straight from the ground, you'll be
able to carry it even if it takes you over your weight allowance. And
from TIE187: Also, if your party has a strength bracelet, you can pass
it around and equip it on each character when they're picking up loot.
It adds 60 stones to the character's carry capacity, up to 350 stones.
Again, "the problem is that you can't drop anything since you won't be
able to pick them up again."
- QUESTS: Quests are your main source of reputation, and a good source
of gold and xp. Whenever you complete a quest, be sure to get your
reward! Uncompleted (ones where you've not received a reward) quests
can be found under "Current quests" in the character info screen. From
luthien on the spiderweb message boards: It appears that the penalty
for experience is random. If your penalty is -50%, I think the 50% is
applied by giving each point a 50% chance of occurring. Either that or
some other distribution. I've completed quests worth 30 XP where the
50% penalty character will get anywhere from 10 to 20 XP. The moral of
the story is, save before you complete a quest or some other big-XP
action. It will be hard to get max XP for all your characters, but at
least you can prevent one PC from getting cheated too much.
- WANDERING ENCOUNTERS: Whenever presented with the option to be
friendly, do so. More often than not the others will react with
friendliness or indifference. If nothing comes of this, save, then
attack. From luthien on the spiderweb message boards: Since loot and
experience are so valuable, I will usually save the game right before
any wandering encounter. Then reload the game to make sure I get the
maximum number of enemies. 8 bladesman, 6 empire archers is better than
5 and 3...
- LEARNING CRYSTALS: You'll occasionally find one of the really nice
learning crystals. They're small blue things that come in three
flavors- abilities, skills, and energy pulse. Ability crystals give
you a new ability, like lay on hands or something. Skill crystals
teach you 3 points in a given skill (for some skills, hold on using
these until you have purchased as much skill as possible to get the
maximum result). Energy pulse crystals just dumbfound you, but are
good to sell at 599c apiece.
- MAGIC BARRIERS: There are three types: fire, which can be walked
through for damage, force, which are impenetrable but can be removed
with a dispel barrier spell, and Big and Weird, which are those which
are separating Avernum and which you'll run into again later.
- HERBS: There are two types of herb patches- one is found on the
outdoor map as a special encounter, the other is found in an actual
dungeon. The latter are much better as they have more herbs than the
outdoors ones. There are 3 dungeon herb patches. Come back to either
of them every 5-7 days or so to pick up some more herbs.
- SINGLE PLAYER AREAS: There are a few occasions in which you have to
select a specific character to do a quest. This is one of them. In
general, choose the character best suited for the job (obviously).
Addition from TIE187 on the spiderweb message boards: For single PC
quests, I use my Mage/priest. I give him or her all the protection and
special armor the others wear: shielding spike, 2 or 3 amulets and
jewelry, rogue leather, lockpicks. Having your choice of Priest or Mage
spells and the large amount of mana that goes along with training in
both is quite nice.
- NPCS: All npcs are stronger than your characters at their respective
levels, for the most part. There are a few role playing
considerations, but if you want a powerful party, get them to join you.
NPCs also get character traits based on their position of entry: if
they start as the first character, they get elite warrior, and as the
last, they get natural mage.
- SPELL CASTING: The power of one's spells are based partly on luck,
and partly on the mysterious Bonus. The mage bonus is equal to the
mage spells skill + int/2, and the same is respectively true for priest
spells. There are some ways of increasing this ability through wearing
items, acquiring skills, or choosing specific character traits. The
mage's bracelet and the robe of the magi both give a +4 bonus to your
character. However, wearing both does not give 10 bonus, so it is best
just to wear one. The magery skill gives a bonus equal to the number
of points in this skill. The natural mage trait gives a bonus of 4 at
the beginning, and may increase with levels. For priests, there is
only the priest's bracelet. The mage's bracelet and the robe of the
magi do not affect priest spell strength, however, both magery and
natural mage do.
More on Natural mage from Alex: Unlock Doors level 1 is the easiest way
to see how the bonus is calculated. My result:
The bonus is incremented every 7th level, so the benefit of Natural
Mage is:
+4 at level 1
|
+5 at level 7
|
+6 at level 14 etc.
|
There is also an increase of 0.4 per level whether you have Natural
Mage or not (i.e. it's on top of the Natural Mage bonus). This makes
Divinely Touched (+1 regardless of level) look even less attractive.
TO HIT: Interestingly, there is no 95% cap to fighting unarmed. Even
so, the damage done is pitiful, so I wouldn't recommend this.
COMBAT VS MONSTERS
- DEMONS, DRAKES: At low levels, you can take them on one at a time
with the bind foe 1 spell. Cast it once a turn, and pummel them with
all of your other characters. At high levels, they should present too
much a problem, just wait with your mage till the end of the turn, and
cast haste to void their slow spells.
- WIZARDS, RAKHASHI: Only try these guys on higher levels. They can
easily destroy an unprepared low level party. The bind foe 1 strategy
can take them out, one at a time, but it's more time consuming. A
decent strategy is to summon up a null bug, and either sit in the
antimagic field, or get the bug right up next to them, and hit them
with your weapons. Missile weapons are quite effective on these guys
too. Cloud of blades is the only spell that can hurt the rakhashi.
- DOOMGUARDS: Hit hard and fast. Divine warrior, blessed and hasted
warriors are necessary. Do not use the jade halberd while fighting
these guys. Monster summoning is also generally a bad idea, since they
are immune to magic, and will split even if they take only one damage.
- DERVISHES: Eventually these guys are only a mild nuisance. Still, at
low levels, bind foe 3 works wonders. Most damaging spells work too
slow to be of much use.
- LICHES, HAAKAI: Pray they don't hit you with their charming ray- it's
quite difficult to resist. Otherwise, the bind foe 1 trick could work
quite well, and repel spirit is rather powerful.
- GARZAHD: Demon slaying arrows are the way to go, honest. They do 50
damage a hit, the best possible. Don't worry about his non-
spellcasting friends, they actually will help you by diverting his
arcane shields.
- GENERAL: Haste works wonders. Before entering a battle, cast haste
(or beast ceremony), then (w)ait, being sure that the enemy doesn't do
anything. This'll give you an extra attack. Some hints from Zeviz on
the spiderweb message boards: If you open a door to find a room full of
hard monsters, you can close the door back by clicking look button and
looking at the door. (Warning: this does NOT work in combat mode) Now
you can proceed with advice 2 and 3.
2. If you see monsters in a dungeon, but they haven't seen you yet, you
can still cast Beast Ceremony if you close a door in front of you or
run behind a corner (or wait until your light runs out).
4. If you are in a dungeon, faced with the enemies who have no long
range attacks, you can cast your defensive and summoning spells without
entering combat mode. Since the enemies move 1 square per turn when not
in combat, you will have more time to cast spells before enemies cover
the distance between you and them.
REPLAYING SUGGESTIONS:
- Try the game on a higher difficulty level.
- Try the game playing as all the NPCs for a super-powerful party.
- Try the game as all magic users.
- Try it with only 2 people in your party.
- Try it with all sliths, with completely inept people, etc.
GOING SOLO:
This is one way of determining whether or not you're a true Avernum 2
master. To see if you're a king, try it on Torment difficulty. A few
suggestions first, though:
- Try a slith, they are the most powerful race, and give him the natural
mage trait, and some other trait, probably. Why so many traits?
Experience is very easy to come by. When I played a solo game with a
slith natural mage, I maxed out my level before finishing any of the 3
major quests, and then stopped playing. I would not go for either
beastmaster or divinely touched, since as a solo character you'll get
crystals with these abilities quickly. Maybe go for strong will,
because if you're paralyzed or put to sleep, you're pretty much dead.
Fast on feet could be good, too. Elite warrior isn't as useful, since
your character may build up enough skills to become quite powerful
without this spell. Toughness could be nice as well, but with only one
character, you end up equipping all the best armor anyway, minimizing
the bonus of this skill.
- Starting out: Plunk most of your skill points into spells. You'll rely
heavily on them at the beginning. Hardiness is also an important
skill, since you want to keep all of your AP and wear the best armor
possible. The exception may be the thinking cap, which is an excellent
item that improves your spells, something that is badly needed. You
may want to eventually replace it with the mage's bracelet, and put on
a blessed steel helm instead. In terms of armor, get the best
possible. Go for blessed plate rather than icy chain, and then go for
a dragonskin cloak. You won't regret it. Getting a freedom charm
early may be a good idea.
- How things are different, bad: You'll get smacked around more, and will
need to cast haste before almost every fight. You can't learn several
spells (the ones that require vahnatai lore>5), and will have a very
hard time obtaining some items (like the alien blade and the mage
bracelet). You actually have to put skill points in barter in order to
sell items at a good price, and will have to cast safe travel 3
occasionally, too. The fight-end cheat doesn't work anymore.
- How things are different, good: Getting slowed isn't so bad. Just end
combat, and fight the enemies one on one. Haste 1 and 2 are very nice,
battle rage 3 is super. You can use all the mind crystals on one
character, rather than spreading them around. A lot of spells that
once weren't used at all suddenly become somewhat useful.
- The best reason for trying this is that you create a character who can
slay empire troops without any hassle, and who is ultra-powerful,
almost like a greek god. It's very satisfying.
-
Additionally, from Luthien:
Another con is looting dungeons! It's a major pain to have to leave
every time your inventory is full. However, you can get around this by
using the create a PC option, and creating a character with 10 strength
to lug stuff around for you. This also will help you use the fight-end
cheat. Also, you can store characters with high barter skill and use
them when selling expensive items (or when needing vahnatai lore or
rune reading). A quick note about creating characters -- you can only
do it in 'major' towns, which still makes it a bit awkward when you're
deep in a dungeon. However, if you simply clean out a dungeon via
fighting and don't pick things up along the way, you can go to town and
create 3 characters with 10 strength and come back. Another con is
Gymnastics costing 5000 gold for 1 character- yowch!. Finally, another
con about looting is wilderness encounters. Sure, in a dungeon you
just make lots of trips. But when you fight wandering monsters
(especially empire troops), you all too often need to leave chain mails
and steel shields lying on the ground!
-
Some of the pros are that you can spend all your money on one character
(including all those knowledge brews!). Also, I've used bows with the
1 PC more than I ever have before. What a great way to save those
precious spell points! That's why I went back and started again as a
Nephil -- good with bows and acts quick in combat without needing fast
on feet, which leaves room for natural mage and elite warrior (or
strong will as you suggest).
COMMON QUESTIONS:
If you just want to find something fast, check here. Then search this
faq for the areas listed.
I'm having trouble opening a book. What's up?
One of several possibilities: you don't have enough rune reading
skill, you don't have enough vahnatai lore, you don't have the
deciphering lens, or you don't have the blessed athame.
Where are the passes?
Red- GIFTS cave, area east of Motrax's cave, Almaria (on the Blosk
spy quest). Blue- Secret Empire Fort, Unfinished Empire Fort. Gray-
Totem halls.
Where do I get the deciphering lens or the blessed athame?
Patrick will give you the deciphering lens. Go to his tower. The
blessed athame is found in the Halls of chaos.
I'm having problems in the empire portal fort. Help?
Make sure you have the ritual from the barrier tower, and the onyx
scepter. Then get or do the things needed in the three sections (SW,
SE, NE).
How do I get into Pyrog's cave?
Present the evidence found in Fort Dolthar to the vahnatai council,
then go around back.
How do I bring down the barriers in Angierach?
Use a phoenix egg. You can get one in Pyrog's cave or from Rentar.
How do I get passed some empire guards?
As often as not, you can't. These serve to end the explorable area.
Examples of this are Bargha, the cliff in front of Garzahd's fortress,
and the area north of Dharmon. Otherwise, you probably need a pass, or
need to kill them.
Where is the Adamantite armor?
There is no adamantite armor. You've been had.
HIDDEN SKILL SUMMARY
Same info as in walkthrough, but also with the location of raising
places, ignoring mind crystals.
BARTER is a very useful skill. It increases the selling prices of
your items. Get 5 points for everyone, pretty much as soon as you can.
Don't bother training in this skill, though, just get Tor to max you
out. Every time you get 150 coins or so, come back and have him
educate you. You'll quickly max out your skill. 60% is the maximum
selling price obtainable through any means. (Tor)
PATHFINDER is a nice and useful skill. It allows you to walk on
places which normally hurt you, like swamps, magic-zappers, and even
lava. As such, possessing enough of this skill makes the safe travel
spell completely obsolete. By everyone 5 points, except for one
character. For this one character buy only 2 points. You'll find a
learning crystal later on which'll give you three more points in this
skill. Don't bother training in this skill, as there is no benefit to
getting more than 20 (or even ~17 for that matter). (Priest in
Formello)
VAHNATAI LORE- A special skill that can not be trained. This skill
will help you in a few important encounters. Get around about 10
points total, that's all you really need. (Vahnatai in ruins, E of
Avit, W of Mancuso)
ANATOMY: This is an expensive skill. It's worth it though. Almost
all the enemies in Avernum are humanoid, meaning you'll always get more
damage. It does around about 1 point of damage per skill point
invested, but only against humanoids. It affects both melee and
missile, but only seems to add .5 points of damage per skill point with
missiles. It also affects first aid, if you use it. Buy it when you
can or remember. When you get a big batch of cash, go ahead and use it
on this. When someone gets a 5 in this skill, you may want to get that
mind crystal you found in Chapter 1 and get 3 more free points.
(Priest in Mertis)
MAGERY: A great skill. Unfortunately, you can't train in it. It
will increase the power of all your spells (even magery). It's a great
skill for mages and not too bad for priests. Get more points from the
drake. (Solberg, Ice Drake, Erika)
PARRY: A decent defensive skill. It makes you dodge blows
occasionally, especially if you defend. Max it out, as it's cheap and
useful for everyone. Later you'll be able to acquire another point in
this skill for free, so that's why it's best to get everyone at 5.
(Mancuso, island near Patrick's tower)
BLADEMASTER: A nice skill. Unfortunately, no one teaches it to you,
so you have to train yourself in this skill. It's worth training in
occasionally, as it increases your melee ability. (Bug shrine)
GYMNASTICS: A decent skill which is trainable. It makes you act
faster in combat, and dodge more blows. Buy some and be happy.
(Trainer near Fort Remote).
FIND HERBS: A nice skill, which unfortunately can't be trained in or
otherwise improved (unless you have Wendy, who starts with a point).
With this skill you'll randomly find potion ingredients when traveling
about by land. (Justin in Blosk).
DREAD CURSE: Technically, it's a special ability. Don't pursue it,
though. Fortunately in this game it's a lot harder to get than it was
in Avernum 1. Mother Clarisse in the tower will cure it for you.
(Doing bad things)
RESISTANCE- a most excellent skill. It'll block a lot of damage.
There's only two ways to get this skill unfortunately, and you can't
train in it, or it'd make your party unstoppable. Damn. (Vahnatai
fort).