Avernum 6 Annotated Maps

Character Stats and Traits

Copied from Avernum 4.


Introduction

Character type: I always choose custom. It's not a bad idea to go for a preset class if this is your first time playing the game, but custom classes are almost always superior, as you have much better control over your skills. The most important thing to your character are his/her stats/skills, which are discussed next.

It is worth noting that preset character classes get a few more skill points than custom characters, but they are usually more spread around. Due to the nature of the trainers in this game, spreading points around is frequently not a good idea. Hence these bonus points aren't always useful, and are often detrimental to a character's maximal development.

Of course, you can beat the game with pretty much any character set, so it's not really worth worrying about that much.

Personally I like to go with what I call the 'Mad Monk Squad': two fighter-priests and two mage-priests. The first fighter is a swordsman, the second one is a pole user with lots of tool ability. One of Having everyone enabled to heal, cure, and unshackle mind eliminates the vulnerability of having just one or two priests. Undead monsters and demons don't stand a chance. What is truly impressive is to charge into a room full of baddies with 4 hasted priests and cast up to 8 divine fires; awesome!

Statistics Discussion

++++Basic Stats++++

++++Weapon Stats++++

++++Magic Stats++++

++++Micsllaneous Stats & Loreeees++++


Special Skills

Once you've gotten established in your game, you'll notice a few special skills become available with a bit of playing. In order to train in them, you have to meet the following requirements (these notes are from the spiderweb message boards). Sometimes it's a bit confusing as to when a skill is ready, since you may have earned points in the skill through other means. To this end I have stated how many points a skill should cost before you can activate the special skill. For example, say you have a slith and are trying to get blademaster. The slith gets automatic bonuses to pole weapons, and these bonuses can lead to over-investment into a specific skill, which is bad. If you want blademaster and have a character with bonuses to these skills, these notes should help you decide where you want to place your skill points.

It is worth noting that some skills are slightly redundant (Spellcraft -> Magery, Bows -> Sharpshooter), but that putting points in a new special skill is often cheaper.

Another point worth noting is that skill bonuses received from items, blessings, and character traits DO NOT add points towards the skill set requirement, but skill bonuses from trainers do go towards skill set requirement. For instance, one gets a bonus to endurance as a reward for a few quests. However, this bonus does not count towards the resistance / magical efficiency requirements. However, the bonuses also don't increase the skill cost, so it's not all bad.

Key

The Special Skills


Resistance Bonuses

Resistances diminish the amount of damage taken from a specific attack. Most resistances are increased by increasing stats, and the points per point of resistance, armor, and luck are also shown.

                 Luck / point    Armor / point       Resistance / pt
Armor                 +1               +1     
Fire      +2/Hard     +1               +1/2                +4
Cold      +2/Hard     +1               +1/2                +4
Energy    +2/Hard     +1               +1/2                +4
Stun      +5/Str      +3
Mental    +3/Int      +1
Poison    +5/End      +3
Acid      +5/End      +3

Discussion
Armor provides a decent bonus to fire, cold, and energy resistance. This means that it is often better to equip a suit of armor that gives more armor than a suit that gives less armor but a few bonus resistances. For instance, the Ruby breastplate gives 22 armor, and +8 to fire resistance. However, the blessed breastplate gives 34 armor, but no specified resistance bonus (other than to stun). However, it actually provides 6 more points of resistance to cold and energy and only two less points to fire due to the bonus (34-22 = 12, 12/2 = 6) from the armor.

Luck provides a huge bonus to resistances. Thus the clover boots (+3 luck), provide a lot of resistance to the character that wears them.

The resistance skill gives a decent bonus to your resistance, but it's not enough to actually try to get the skill over. If it gave a bonus to mental resistance, it might actually be worth it. Resistance requires a sizable investment of skill points, and you're best off just buying a few points from a trainer and leaving it at that.

Mental resistance is by far the rarest resistance. Having a high mental resistance is also very helpful, as control foes and terror are popular spells cast by bosses. Value items with high mental resistance bonuses higher than items with bonuses to other resistances. For instance, a +15 Mental resistance ring is better than a +15 acid resistance ring.


Character Trait Discussion

General overview: Traits provide bonuses beyond what one normally receives from the skill set. Some traits are very much worth having, like natural mage, pure spirit, and elite warrior. Others are a bit more nebulous, and it's unclear what those traits actually do. Characters can only have two traits, so choose wisely. Races can be considered to be an additional trait, and provide substantial bonuses as well.

Positive traits (experience penalty)

+ Good Constitution (-8%) Provides a hidden bonus to endurance (resulting in poison and acid resistance), and decreases damage taken from some attacks.

+ Nimble Fingers (-8%) Provides a bonus to tool use and to first aid. These bonuses increase with time.

+ Thick Skin (-8%) Provides a hidden bonus to hardiness, reducing damage taken. It's unclear how large just yet.

+ Strong Will (-10%) Provides a hidden bonus to mental resistance. It is unclear how large this bonus is.

+ Deadeye (-10%) Provides a bonus to sharpshooter that grows with your level. If you want a pure archer, this is the trait to take.

+ Fast on Feet (-12%) Provides a bonus to AP about 50% of the time, and adds to your attack order. Very useful.

+ Pure Spirit (-15%) Provides a bonus to priest spells (+2) and magical efficiency (+2). Both skills grow with your level, and I had about +6 to priest spells and +7 to magical efficiency from this trait by level 30. Priests will appreciate having this trait.

+ Natural Mage (-15%) Provides a bonus to mage spells that grows with level, and a one-time bonus to magical efficiency. Also increases the amount of armor you can wear before hurting your casting ability to -20% to hit (as opposed to the usual value of -5% to hit). Mages need this trait. My mage had a bonus of +6 to mage spells by level 32 through this trait.

+ Elite Warrior (-15%) Provides a bonus to parry and blademaster that grows with your level. Melee fighters will want this trait. The initial bonus is +2 to both skills, which grows to about +6 by level 33.

+ Divinely Touched (-30%) Provides bonuses to blademaster, magery, and sharpshooter which likely grows per level. Makes for a very potent character, though the experience penalty is prohibitive. The bonuses to this skill grow very quickly, though.

Negative Traits

- Weak Mind (+5%) Makes the character more vulnerable to mental spells (like terror, confusion, daze). The opposite of strong will. There are few mental magic users in this game, so it's not too bad a negative trait, though when it's bad, it's really bad. Still, this one is worth some consideration.

- Delicate Skin (+8%) Makes the character more vulnerable to magic attacks with fire, cold, and others. Essentially the opposite of thick skin. This one could be grabbed by those who stay out of the fight and attack slowly (like mages). Counteract this one with a few points in endurance to increase your survival.

- Sluggish (10%) The opposite of Fast on Feet. Not really worthwhile, as you need all the AP you can get.

- Brittle Bones (15%) Increases damage done from melee and missile attacks. Although mages could find this skill to be useful, the AI in this game is programmed to respond to spells with force, which will result in pain for your mage. It's not really worth it.

- Frail (20%) Hurts nearly everything- definitely not worth taking, unless you're trying to do some role-playing.

Races:

= Human: No bonuses, but no experience penalty either. A safe route.

= Nephilim: Provides bonuses to gymnastics, bows, and thrown weapons that grow with time. Bows and thrown weapons have bonuses of +2 initially, which grows to about +7 by level 31. Gymnastics has a bonus of +1, which grows to +4 by level 31. Excellent for archer-type characters.

= Slithzerikai: Provides bonuses to pole weapons that grows with time (2 points at the beginning of the game, +6 by level 30), and a one-time bonus to fire resistance (+10%). Sliths make excellent warriors and priests. Given the strength of pole weapons in A4, having a slith will make you happy


Races

The one new feature of character creation in Avernum 2 and has been continued in Avernum 4 is the choice of race - you can be human or Slith or Nephilim (10% xp penalty, more nimble, bonuses with missile weapons).

One of the effects of race is certain changes in dialog. Most NPC's do not care if you have a slith or a nephil, but a few say things like "I hate nephilim" or "Sliths are evil."

Choosing to be a Slith encumbers the character with a -20% xp penalty, but gives you a +15% bonus to pole weapons and resistance to fire damage. They make decent priests. Having a Slith in your party allows you to get spells in Gnass at a much cheaper rate than otherwise.

Choosing to be a Nephil encumbers the character with a -10% xp penalty, but you get a +15% bonus with bow weapons, more nimble which gives you extra action points in combat, and a bonus in parry skill. Having a Nephilim in your party allows you to buy archery skill in a Nephilim village near Mertis (after you have healed the town with graymold salve). They make excellent archers and thieves.

Additionally, from Alex on the spiderweb software message boards: Nephilim act much sooner in combat, especially at higher levels. Yes, Haste and Slow matter more, but some monsters are very fast. Measured in terms of DEX/GYM required to get the same result, Nephilim start with +1, and gain an additional +1 bonus every 8 levels or so. In comparison, Fast on Feet gives you +2, whereas Sluggish gives you -3 and 1 AP less EVERY round. How can you even consider Sluggish? I love speed!

Also from Alex: Regarding Races and Elite Warrior, to get an estimate of how useful the bonuses are, at level 1, non-humans get +15% attack rating with their traditional weapons, while Elite Warrior gives +5% (+20% more when going berserk). These bonuses seem to increase by +5% every 8 levels or so, and the damage bonus is probably proportional to the attack rating bonus (+5% attack rating => +1HP damage).

Even more from Alex: In both cases, the attack rating is indeed increased every 8th level. As for the damage, I haven't done any statistical analysis, however, it seems as if Elite Warrior does more for the damage, while the Slith and (especially) Nephil bonuses do more for the attack rating (it's a bit like Gauntlets of Might/Warrior's Ring).

Slith pole weapons bonus:
Level 1: +15%
Level 8: +20%
...
Level 32: +35% etc.

Elite Warrior:
Level 1: +5%
Level 8: +10%
...
Level 48: +35%

The berzerk bonus goes up from +20% to +40%.

More from Alex(!): Nephilim also gain a bonus to the Parry skill, if you like that sort of thing.


Character Classes

Always go custom, unless you really want to start playing right away. There are some skills you probably want to avoid at the start of the game which the predefined character classes have some points in.

  Soldier Berserker Cleric SorcererRogue Archer Rebel Hedge
Wizard
Shaman Custom
Base Stats
Strength 4 4 3 2 3 4 4 2 4 2
Dexterity 4 6 3 2 5 6 4 2 4 2
Intelligence 1 1 3 5 1 1 1 4 2 1
Endurance 5 5 5 4 5 5 5 5 5 3
Weaponry Skills
Melee Weapons 6 7 4 2 6 5 5 1 6 1
Pole Weapons 5 3 2 1 2 3 3 1 2 1
Bows 2 3 1 1 2 7 4 1 2 1
Thrown Weapons3 3 1 3 4 5 4 1 2 1
Hardiness 3 2 0 0 0 2 1 0 1 0
Defense 3 3 1 0 1 1 1 0 1 0
Assassination 0 0 0 0 2 0 1 0 0 0
Magical Skills
Mage Spells 0 0 0 4 0 0 0 3 0 0
Priest Spells 0 0 4 0 0 0 0 3 3 0
Arcane Lore 0 0 4 5 0 0 0 4 3 0
Potion Making 0 0 0 4 0 0 2 4 2 0
Useful Skills
Tool Use 2 3 1 1 7 3 6 1 2 1
Cave Lore 2 1 0 1 2 1 0 1 0 0
First Aid 2 2 4 1 0 0 2 3 0 0
Luck 0 0 0 0 0 0 1 0 0 0
Cost 60 60 62 60 58 60 60 61 60 0

It's true - these are the same classes as in Avernum 1 (including the same "bugs" in the cleric, rogue, and hedge wizard classes, but, anyway, never take the Rogue class).


Spell Analysis

Overview: There are two classes of spells- mage and priest. Unlike previous Avernum games, the bonus you get from learning spells at a higher level is minimal. Most spells incorporate a factor known as the "spell bonus." The "spell bonus" is a combination of your spell skill, spellcraft, magery, and spell level. Thus having a level 2 spell is the same as having a level 1 spell and an extra point in spellcraft. You do not need to buy every level of spell to make your spells stronger- instead, focus on selected spells and maximize your return. Save your money instead for trainers and purchase skills, which will benefit you much more in the long run.