
Traps in Avernum will rip your head off, set it on fire, and then summon a demon to eat the charred remains. Letting your warriors top up their own HP a few times during a dungeon crawl can really stretch your priest's resources. Giving everyone in the party a single point in Priest Spells is a pretty decent idea, as it gives them access to the Light Heal spell (everyone gets spellpoints based on their level and INT score). They both have a decent amount of crossover though.

Magic spells focus on debuffs and dealing damage, while priest spells focus on buffs and healing. The passive effectiveness bonuses are not very large, though, so there's little point in investing once you have the spells you want. Magic skills, left to right, bottom to top: But this is a ranged skill, ergo it sucks. "Harmful effects" are random debuffs, like poisoning or making the target less accurate. I'm unsure whether this simply makes critical hits more likely, or if it's a separate thing. I don't know exactly what the damage penalty from dual-wielding is, but whatever it is it should probably be bigger.īasically the "assassination" skill from previous games. Sadly you can't dual-wield polearms, but dual-wielding swords is quite viable and provides a significant damage upgrade.once you have the skill necessary to hit your targets, anyway. You still take damage from riposted attacks, and the damage you do to the guy that hit you is pathetic.Īvernum: Escape from the Pit follows the proud tradition of its predecessors in making dual-wielding awesome. Moving before enemies is frankly more helpful for mages than for warriors, but it's still good, and this skill is in front of two other great skills.Īwful awful awful. The damage reduction is significant, but the proc rate is awful - note that the skill cap on all non-basic skills is 10 points (and you get 2 points per level, and 5 at the start of the game), so at best you'll only ever have a 30% chance of parrying attacks. Hardiness and Blademaster are both pretty decent the other two are crippled by being behind ranged skills. There's one hilariously overpowered discipline that makes the mid/late game a lot easier, so investing in these basic skills is strongly recommended. Using any discipline renders the character fatigued for a few turns, during which time they can't use disciplines. Though, I've beaten this game with a party of 2, so if you can come up with a compelling reason to saddle me with a character who can't pull their weight, have at it.īattle disciplines are a variety of "spells" that combat characters can use. And throwing is pretty worthless, sadly - it's ammo-based unlike all the other weapon types, and basically the best you can get is steel javelins, while all the other weapon types have cool enchanted gear with nifty bonuses. Bows are handy, though a bit redundant with spellcasting.

Spears have decent single-hit damage but pale in comparison to swords (and all the really cool weapons are swords, natch). Swords are your best DPS option as they're the only weapon type that can be dual-wielded they're also your best option for tanks since spear users can't use shields and your ranged characters generally want to avoid melee. Functionally this serves to prevent you from getting to the better combat skills until you've put in your basic training.Ĭombat skills, left to right, bottom to top (these illustrations are by Phil Foglio, incidentally, artist for the comic-cum-webcomic Girl Genius):īasic training with weapon types. For example, if you have only 5 points in Melee Weapons (the bottom-left combat skill), then you can invest at most 5 points into Hardiness (the skill immediately above it). The way this works is that you can't invest in a skill unless a linked skill from lower on the tree has more points in it than the skill you want to invest in. There's two skill trees: combat and magic. In fact, builds in general are somewhat limited, unfortunately. Or you can do a custom build - though customization is rather limited as you only have 5 skillpoints to assign. You can choose builds from the list of presets:

Each should have a name, a graphic, a build, and a backstory. The game will happily give us a prefabricated party, but what fun is that? We need four new party members. Right, now that that messy business is behind us, we need some characters!
