Avernum 6 Annotated Maps
Comprehensive Skill Effects
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Unless otherwise specified, bonuses listed in red are applied once per point of the skill you buy.
The exception is effects marked with (10-cap). These effects occur once for each point of the skill from 1-10, once every other point between 11-20, once every third point between 21-30, and so on.
For armor and resistances provided by skills, each skill acts kind of like one extra piece of equipment. For example, with 5 Hardiness, you get a 10% bonus to armor and resistances that is multiplied together with your other resistances, just as with equipment. Note that armor and all resistances are capped at 90%.
Each point of Attack Bonus grants +5% to hit; the number of dice you roll when calculating attack damage is increased by 0.75 for each point of Attack Bonus (rounded down).
OFFENSIVE SKILLS (HAND-TO-HAND COMBAT)
STRENGTH (Base: 2, Cost: 6 -- No Trainers)
+1 to Attack Bonus for melee/pole weapons
+5 lbs to Encumbrance Limit (Base of 30)
+3% Stun Resistance
+1 towards the fairly low requirements to turn a few wheels
Need to buy 2 points to unlock Gymnastics
Need to buy 4 points to unlock Blademaster (--> Riposte, Lethal Blow)
MELEE WEAPONS (Cost: 4 -- Train: 225, 248, 216 per sp @ Eastern Great Cave)
+1 to Attack Bonus for melee weapons
+1 towards Battle Discipline requirements
Need to buy 6 points of this or Poles to unlock Quick Strike
Need to buy 7 points of this or Poles to unlock Dual Wielding
Need to buy 7 points of this or Poles to unlock Anatomy (--> Lethal Blow)
Need to buy 9 points of this or Poles to unlock Blademaster (--> Riposte, Lethal Blow)
POLE WEAPONS (Cost: 4 -- Train: 383, 421, 367 per sp @ Fort Remote)
+1 to Attack Bonus for pole weapons
+1 towards Battle Discipline requirements
Need to buy 6 points of this or Melee to unlock Quick Strike
Need to buy 7 points of this or Melee to unlock Dual Wielding
Need to buy 7 points of this or Melee to unlock Anatomy (--> Lethal Blow)
Need to buy 9 points of this or Melee to unlock Blademaster (--> Riposte, Lethal Blow)
BLADEMASTER (Cost: 5 -- No Trainers)
+1 to Attack Bonus for pole/melee weapons
+5% chance each round of 1 pt Fatigue Reduction
Unlocks after buying 4 Strength, 9 Melee or Pole Weapons
Need to buy 5 points of this to unlock Lethal Blow
Need to buy 6 points of this to unlock Riposte
QUICK ACTION (Cost:1 -- No Trainers)
+4% chance of double strike on all melee/pole attacks (10-cap)
Improves Initiative
ANATOMY (Cost: 4 -- Train: 175, 193, 168 per sp @ Eastern Great Cave)
+3% to total damage for melee/pole weapons when attacking humanoids
Slightly increases Health and Energy restored after battles
Unlocks after buying 2 Intelligence, 7 Melee or Pole Weapons
Need to buy 5 points of this to unlock Lethal Blow
DUAL WIELDING (Cost:2 -- 850, 935, 680 per sp @ Fort Remote)
Reduces dual wielding damage penalty by about 2% (Base: 20% penalty)
Reduces dual wielding hit chance penalty semi-randomly by 5-30% (Base: -30 to -15% penalty)
Unlocks after buying 2 Dexterity, 7 Melee or Pole Weapons
LETHAL BLOW (Cost: 4 -- Train: 510, 561, 490 per sp @ Fort Remote)
+4% chance of +40% to total damage for melee/pole weapons, ranged weapons, and single target or spray type magic attacks (10-cap)
Unlocks after buying 5 Blademaster, 5 Anatomy
OFFENSIVE SKILLS (RANGED COMBAT)
DEXTERITY (Base: 2, Cost: 6 -- No Trainers)
+1 to Attack Bonus for bows/thrown weapons
+5% to Evasion (10-cap)
Improves Initiative
Need to buy 2 points to unlock Sharpshooter
Need to buy 2 points to unlock Dual Wielding
Need to buy 3 points to unlock Quick Strike
Need to buy 3 points to unlock Parry (--> Riposte)
Need to buy 3 points to unlock Resistance
Need to buy 4 points to unlock Gymnastics
BOWS (Cost: 2 -- No Trainers)
+1 to Attack Bonus for bows
+0.5 towards Battle Discipline requirements
Need to buy 6 points of this or Throws to unlock Sharpshooter
THROWN WEAPONS (Cost: 2 -- No Trainers)
+1 to Attack Bonus for thrown weapons
+0.5 towards Battle Discipline requirements
Need to buy 6 points of this or Bows to unlock Sharpshooter
SHARPSHOOTER (Cost: 2 -- Train: 175, 193, 168 per sp @ Eastern Great Cave)
+1 to Attack Bonus for bows/thrown weapons
Unlocks after buying 2 Dexterity, 6 Bows or Thrown Weapons
MAGIC SKILLS
MAGE SPELLS (Cost: 5 -- 180, 198, 180 per sp @ Fort Duvno)
+1 to Attack Bonus for mage spells
+1 towards Mage Spell requirements
PRIEST SPELLS (Cost: 4 -- No Trainers)
+1 to Attack Bonus for priest spells
+1 towards Priest Spell requirements
SPELLCRAFT (Cost: 3 -- 400, 440, 360 per sp @ Tower Colony)
+1 to Attack Bonus for mage/priest spells
Need to buy 5 points to unlock Magical Efficiency
INTELLIGENCE (Base: 2, Cost: 6 -- No Trainers)
Determines Base Spell Energy (main multiplier)
+3% Mental Resistance
Need to buy 2 points to unlock Pathfinder
Need to buy 2 points to unlock Anatomy (--> Lethal Blow)
Need to buy 4 points to unlock Magical Efficiency
MAGICAL EFFICIENCY (Cost: 3 -- Train: 480, 528, 432 per sp @ Tower Colony)
+5% average reduction to Spell Energy used (10-cap)
Unlocks after buying 4 Intelligence, 5 Spellcraft
DEFENSIVE SKILLS
HARDINESS (Cost: 1 -- No Trainers)
+2% to Armor, Fire, Cold, Energy, Poison, and Acid Resistances
Need to buy 7 points to unlock Resistance
RESISTANCE (Cost: 5 -- 120, 132, 120 per sp @ Fort Duvno)
+3% to Fire, Cold, Energy, Poison, and Acid Resistances
Unlocks after buying 3 Dexterity, 4 Endurance, 7 Hardiness
PATHFINDER (Cost: 1 -- No Trainers)
+5% to Poison and Acid Resistances
Unlocks after buying 2 Intelligence, 6 Nature Lore
LUCK (Cost: 2 -- No Trainers) (NB: before v1.01, was cost: 4)
+2% to Armor and All Resistances (10-cap) (NB: before v1.01, was +1%)
+2% to Evasion (10-cap)
+2% to Hit Rate for all attacks
DEFENSE (Cost: 2 -- No Trainers)
+3% to Evasion (10-cap)
Need to buy 5 points to unlock Parry (--> Riposte)
GYMNASTICS (Cost: 4 -- Train: 105, 116, 101 per sp @ Fort Duvno)
+5% to Evasion (10-cap)
Improves Initiative
Unlocks after buying 4 Dexterity, 2 Strength
PARRY (Cost: 3 -- Train: 453, 499, 408 per sp @ Fort Remote)
+3% chance to parry hand-to-hand attacks (Max: 50%)
+2% chance to parry ranged attacks
+1% chance to parry missile-based magic attacks
Unlocks after buying 3 Dexterity, 5 Defense
Need to buy 6 points of this to unlock Riposte
RIPOSTE (Cost: 5 -- No Trainers)
+3% chance to riposte hand-to-hand attacks (10-cap) (Max: 50%)
Unlocks after buying 6 Parry, 6 Blademaster
ENDURANCE (Base: 2, Cost: 5 -- No Trainers)
Determines Base Health (main multiplier)
+2% Poison Resistance
+1% Acid Resistance
Need to buy 4 points to unlock Resistance
OTHER SKILLS
TOOL USE (Cost: 1 -- No Trainers)
+1 towards requirements to open/unlock/activate stuff
NATURE LORE (Cost: 1 -- 500, 550, 300 per sp @ Gnass)
+1 towards requirements to uncover items from caches
+1 towards requirements to pacify weak wild animals
Need to buy 6 points to unlock Pathfinder
ARCANE LORE (Cost: 1 -- 700, 770, 420 per sp @ Gnass)
+1 towards requirements to learn spells from spellbooks
+2% Mental Resistance
FIRST AID (Cost: 1 -- No Trainers)
Slightly increases Health and Energy restored after battles
QUICK STRIKE (Cost: 3 -- No Trainers)
Each round, a PC with Quick Strike gets two separate chances to get a bonus AP. Each
chance has a success rate equal to 5% per point of Quick Strike. You can receive 0, 1, or 2 bonus APs each round.
Unlocks after buying 3 Dexterity, 6 Melee or Pole Weapons