![]() Likewise the prices for spells and skills were lowered a bit since most guides were written. You’ll still want full-team Negotiator, looting everything that sells, watching your expenses like a hawk, etc. The min-maxing guides emphasis the attack stat because hitting things is much harder on Torment difficulty. On Hard, I find that even a ⅔ split between the attack stat and Endurance is excessive, assuming a proper traits selection – I never get under 95% to hit. You can thus afford a greater focus on hit points and resistances. ![]() ![]() Plus, you’ll probably want your main tank to progress toward the resistance skill in the magic skills tree anyway. Giving one point of priest spells to your main tank is very good. This allows that character to top off everybody’s health between fights without draining your main healer’s mana, and it gives you another source of spot healing or curing if your main healer is, say, stunned or out of range – or somebody will die to a DoT before the healer’s turn. BowsĮveryone needs a good bow for the +5% chance to hit. Taking your planned Nimble Fingers traits and raising Tool Use right as you begin the game helps in limiting backtracking. Note that there are gloves raising Tool Use by 1 in the game. You will inevitably need to backtrack as you will happen on spots you don’t have enough Cave Lore to use, barriers you can’t breach yet, spell tomes you can’t read yet, traps you can’t disarm, doors you can’t pick open, etc. It is thus best to note what rooms/resources you couldn’t access so backtracking isn’t too chaotic, and which boss fights remain to do. Likewise saving, attempting a fight, gauging its difficulty and deciding that it’s too tough for now is normal gameplay (though in some cases it may just mean you need better crowd control). This is especially true for fights against nameds, and large static outdoors encounters. You might even reconnoitre such a fight this way just to check whether you need Ward of Steel or Ward of Elements. This feature of the gameplay recedes as the party gains power. The final boss fight is often noticeably harder than everything before it, as in “requires 2+ levels than the rest”. The difficulty of all dungeons rises as you progress within – quite faster than character levels do. Since a lot of the gameplay is determining what you can tackle and what you can’t yet, it’s entirely normal to begin two or three different dungeons, stopping progression in one as it becomes too tough (i.e., consumes valuable resources such as pots and scrolls) to switch to the early, easy parts of another and get xp there. ![]() DifficultyĪny well-built party can play at Hard difficulty, though Normal might be better if you’re none too good at this sort of game (that happens) The junk bag can hold unlimited content and the items therein can all be sold in one click. So, keep the useful stuff in the normal inventories and dump the vendor thrash in the junk bag. This is especially useful if you do the standard thing – not selling anything until you reach level 8 and everyone takes Negotiator. Strategy advice for Avernum: Escape from the Pit Junk bag What this article does is offer strategy advice beyond what’s in the advice in the link above. This is a guide in the “what I wish I knew when I started” vein. There have been some changes in the game since the guides were written and some guides still reference Avenum 1 (which explains some discrepancies about loot, for instance), but generally it’s good. Most of the useful advice for Avernum: Escape from the Pit is on the Spiderweb forum.
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