Avernum 5 Walkthrough :
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Walkthrough - FAQ/WalkthroughAvernum 5 FAQ/Walkthrough Version 1.0 By Matt Pasek Email: Elementalizard@aol.com Avernum 5 (A5) is the fifth game in the Avernum series. A5 builds on the technical capabilities of A4 with a hugely improved plot, fascinating new land to explore, and improved strategic aspects. Major technical/strategic changes from A4 to A5 include: A new inventory system. No longer are you weighed down by all the stuff in your backpack. Now your character's encumbrance is decided solely on what your character is wearing (presumably your character can drop the backpack with 40 tons of iron prior to fighting). This de-emphasizes the importance of strength for wizards, and allows you to carry more stackable items as desired. New combat movement. A5 uses the Geneforge 4 combat system, which means that your characters can attack with 1 AP left. This allows for some intriguing strategic options, most notably the ability to shuffle characters around mid- fight. For instance, if your bowman is your first character (since they tend to be the fastest at the beginning), your bowman can move your melee fighter forward one to three spaces as necessary. For instance, if you are trying to get to a Monster M with Bowman B and Fighter F: .F. .B. ... ... .M. Do the following: .B. ... ... ... .F. .FB .F. .B. ... > ... > .B. > .F. ... ... ... ... .M. .M. .M. .M. until you reach your foe. This becomes especially important when you get the haste spell, as it may mean you can attack twice instead of just once. New battle techniques. There are now eight battle techniques available for your characters to use (detailed further below). All give significant bonuses, and can be very useful when used tactically. Also, it is now more useful for mages/priests to add some points to bows and melee so as to access a few of these skills to boost spell damage. Boats! Elevation! A few new, really cool items are elevation (making forts look really cool) and boats, which really help add to the "Frontier" perspective of A5. Bold story- you now have several choices to make, and are no longer stuck in the save-the-underworld mentality. Lots of new monsters + a whole new area to explore. You will see all of 1-2 areas that may be familiar from A4, but otherwise everything is all new. The monsters are also very imaginative, including several boss fights. Table of Contents: 1. Miscellaneous Info 2. Skills Guide 3. Spells Guide & Battle Disciplines 4. Traits 5. Walkthrough 6. Item Overview 7. Spell Teachers, Skill Trainers and freebies 8. General Strategy 9. Munchkin Guide -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- 1. Miscellaneous Info -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- The following is a list of important tidbits for things you should pick up and take with you on your travels through Avernum. Pick up these items throughout your quest, as well as any item worth anything to sell. Money is scarce in the game. Quest and job items: 20 Parchment All mined Crystals 9 Sentinel Power Stone 25 Chitrach Claw 8 Chitrach Husks Fishing Pole Pipe Potted Plant Scissors Vase Crafting Items: All Herbs Focusing Crystals Fine Leather Fine Steel Rare Items: Eyestalks Mandrake Tincture Demon Bile A few: Gold Necklace Platinum Ring Sticks \ Emeralds > for wands Rubies / Also, you will rapidly get the ability to travel via the pylons. The following is a list of their locations: Pylons: Blackchasm Outpost (00) New Harston (03) Shanker's Tower (19) Gladwell's Keep (23) Harkin's Landing (38) Exodus (43) Tranquility (58) Anama Lands (66) Highground (82) Muck (90) Vahnatai Lands (A4) Melanchion's Keep (B8) Darkside Lands (D1) ALWAYS GET JOBS FROM JOB BOARDS AS YOUR FIRST ACTIVITY WHEN YOU REACH A NEW AREA! If you don't you may end up with uncompleted quests, especially with quests like "Collect item Q from enemy Z". Don't say you weren't warned! -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- 2. Skills Guide -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- Main Stats: Strength (Str): Strength affects the amount of damage you do in melee, the amount you can wear as armor (without losing APs), and your stun resistance. An average character will want about 6 points total to wear nice armor, and a melee fighter will probably want 8 points to access some of the better skills available. Dexterity (Dex): Dexterity increases your To Hit (TH) percentage with all weapons, your attacking order in combat, and your dodging ability. It's also a major prerequisite for several special skills. Aim for about eight points, that's all you'll need. Intelligence (Int): Intelligence affects the amount of spell points (SP) you have, and your mental resistance. Magic users will want about 8 points to be able to cast a bunch of spells and to access magery and other key skills. Melee fighters can probably ignore this skill, although they may want to invest a few to access Anatomy, which is a lot easier to get to than previous Avernums. Endurance (End): Endurance affects your hit points (HP), and your poison and acid resistances. This skill is a bit more necessary than A4 because HP are more necessary. Also, Magical Efficiency is a lot more powerful, so it's probably worth try to get a decent amount of these points even for magic users. Combat Stats: Melee Weapons (MW): Melee weapons affects the amount of damage you do with melee weapons (daggers & swords), your To Hit percentage (TH) with these weapons, and increases the number of battle disciplines you can use. Melee fighters (even pole weapon users) will want six points in this skill to get access to Blademaster. For magic users, you may want to buy three points here to get some of the nicer battle disciplines, but otherwise ignore this ability. Pole Weapons (PW): Pole weapons affects the amount of damage you do with pole weapons (spears & halberds), your To Hit percentage (TH) with these weapons, and increases the number of battle disciplines you can use. Melee fighters (including sword users) will want six points in this skill to access Blademaster. As before, magic users may want to buy three points to get some of the nicer battle disciplines, but otherwise will probably want to ignore this ability. There tend to be fewer, but more powerful pole weapons than melee weapons. Bows (Bow): Bows affects the amount of damage you do with bows (bows & longbows), your To Hit percentage (TH) with these weapons, and increases the number of battle disciplines you can use, though at half the rate of MW and PW. There are a lot of really nice bows, and though they tend to be less powerful than thrown weapons, they have better side bonuses. Also, they weigh a lot less, and you don't need to carry around a large selection of them. Pretty much everyone should try to get a few points in this skill, unless they're using thrown missiles exclusively. Thrown Missile (TM): Thrown missiles affects the amount of damage you do with thrown weapons (javelins & razordisks), your To Hit percentage (TH) with these weapons, and increases the number of battle disciplines you can use, though at half the rate of MW and PW. Thrown weapons are the most powerful weapons available, but are limited in number. I tend to have 1 character devoted exclusively to these weapons, usually a mage. Note that these can also be quite heavy. Quick Action (QA): Quick action gives you a chance of having two attacks in a single round and increases your turn order in battle. It's not an especially powerful skill, since you don't get a large chance to double-hit, but it's not bad to invest 3-4 points in since it's fairly cheap. It's also an easy way to increase your turn order. Magic Stats: Mage Spells (MS): This skill increases the damage you do with your mage spells, and the number of mage spells you have access to. If you're going to cast magic spells, this is your skill. Eighteen points is all you'll ever need, and if you have the natural mage trait, you'll get an extra point every five levels or so. Add about 13 points to this skill for your mage, and that's about all you'll need. This skill is a bit more expensive than priest spells but gives access to better spells. DON'T INVEST HERE IF YOU WANT TO JOIN THE ANAMA! Priest Spells (PS): This skill increases the damage you do with your priest spells, and the number of priest spells you have access to. If you're going to cast holy spells, this is your skill. Eighteen points is all you'll ever need, and if you have the pure spirit trait, you'll get an extra point every five levels or so. Add about 13 points to this skill for your priest, and that's about all you'll need. This skill is cheaper than mage spells but doesn't have as good of spells. Arcane Lore (AL): Arcane lore increases your ability to read books (giving new spells) and increases your mental resistance. Everyone should probably try to get about four points in this skill so that you won't be upset when you run across a book you can't use. The mental resistance is a nice icing on the cake. Spellcraft (SC): Spellcraft increases the damage and duration of your spells. All magic users should increase this skill, though probably after buying a few points in it from Shanker. Magery is similar to this skill but more expensive. General Stats: Hardiness (Hard): Hardiness increases your armor and resistances. It is a cheap and effective skill. Buy at least 2 points for everyone, 4 if you've got a few points (or brews or crystals) to spare. This skill is a precursor to resistance. The only resistances it doesn't increase are mental and stun resistances. Defense (Def): Defense decreases your likelihood of being hit. It's relatively cheap and inexpensive. It is the precursor to the quite useful skill parry, and riposte. Definitely buy 6 points for all your fighters so as too access parry. Tool Use (TU): Tool use affects your ability to disarm traps and open doors (as well as a few special encounters). A maximum of 15 is all that's needed for 98% of things, 17 will open nearly everything (especially when you equip the two tinker items). Only one character need acquire this, and I'd recommend giving said character the "Nimble Fingers" trait as well. I'd recommend about 8 points for Chapter 1, 10 for Chapter 2, 12 for Chapter 3, and 15 from then on (which means add about 8-10 points for a character with Nimble Fingers). First Aid (FA): First aid affects how many HP and SP you gain after successfully killing something. This is a useful, cheap skill that can help delay your need to go back to town. I'd recommend buying at least 2 points for everyone early. Increase to 4 when you have the spare points. Nature Lore (NL): Nature Lore affects your ability to calm wild animals and to find caches, and is used for a few special encounters. Buy 2 points for everyone at the start of the game, then set 4-6 skill points in reserve for the occasion later when you can't get a cache (by about chapter 3 you will need to add a few more points). Luck: Affects pretty much everything, including resistances, armor, dodging ability, and probably damaging ability. Expensive though, and I might recommend holding onto your points until you find the late-game trainer for at least some of your party. Maybe add 1 point for everyone to increase survivability. Special Skills: Key: (initial skill point cost) Name: Requisite 1 (cost of requisite when requisite is reached) + Requisite 2 (cost of requisite when requisite is reached): Description. Note that special skills have requisites before you can train in them. You can buy points, get quest rewards, get them through traits or as racial bonus, or equip items to get points in these skill, but can only train in these skills once you have reached the requisites. Additionally, the requisites must be reached through training or buying points in the requisites- they do not include other bonuses (whether through traits, quest rewards, or equipment). Thus you must reach the point where the skill starts to cost X points, where X is the number to the right of the skill. This will help clarify what you need, and explains why you might have 10 points in dexterity and still not access some of these skills- equipment, quest, and racial/trait bonuses do not count. (3) Quick Strike (QS): 6 Dexterity (starts to cost 8) + 6 Melee or Pole (starts to cost 7): Quick strike will give you a slight chance of getting bonus movement points in a given round. If you invest heavily here you get a chance for getting even more AP. One of my favorite skills, well worth trying to get for all fighters. (3) Parry (Par): 6 Dexterity (starts to cost 8) + 6 Defense (starts to cost 5): Parry gives you a slight chance of blocking an attack completely (about 3% per point invested). A good skill for fighters, and a prerequisite for riposte. Worth trying to get for fighters. (5) Blademaster (Blm): 6 Melee (starts to cost 7) + 6 pole (starts to cost 7) + 6 Strength (starts to cost 8)- Increases you to hit% and your damage done with melee weapons. Also decreases your fatigue time so you can use battle techniques more frequently. A prerequisite for the top tier abilities Lethal Blow and Riposte. Worth getting for devoted fighters as you'll be able to burn through battle techniques with this skill. (4) Anatomy (Anat): 4 Intelligence (starts to cost 7) + 8 Melee or Pole (starts to cost 8): Gives a bonus to your first aid recovery, and gives a damage bonus when fighting against humanoids. This skill is a whole lot cheaper than it has been in previous Avernum games, and is worthwhile for fighters and/or priests. Buy points in this skill first though. This skill is a prerequisite for Lethal Blow. (4) Gymnastics (Gym): 8 Dexterity (starts to cost 9) + 6 Strength (starts to cost 8): Increases your attack order and decreases your likelihood of being hit. Not too bad, and you can get it pretty easily. I recommend training in this skill first though. Pathfinder: Pathfinder affects your resistance to acid and poison. It's cheap but untrainable, and no items seem to offer it. Go ahead and buy three points in this skill when you can, just because that'll further diminish the affects of poison and acid. (4) Lethal Blow (LB): 8 Anatomy (starts to cost 8) + 8 Blademaster (starts to cost 9): Gives a chance of doing massive damage when attacking with melee/pole weapons to a single foe. Not that bad, though quite difficult to obtain. I'd recommend buying training in this and leaving it at that. By the time your warriors could access this skill you'll probably doing way more damage with your magic users instead. Fighters will serve primarily as meat shields. (5) Riposte (Rip): 8 Parry (starts to cost 7) + 6 Blademaster (starts to cost 8): Gives a slight chance of reflecting damage back at a foe. This skill doesn't do too much damage, but is a modest improvement from parry. If you build your stats for your fighters with getting this skill in mind, you will have very powerful fighters by the end game. (4) Sharpshooter (SS): 6 Dexterity (starts to cost 8) + 8 Bows or Thrown (starts to cost 6): Increases damage done by bows and thrown weapons. Nice to buy points for all characters, and then train your archers in this skill even further. Don't bother investing skill points for non-archers in this skill, as it takes a devoted archer to get to it. Essentially the next "Bows" skill for archers. (4) Magery (Mgr): 8 Intelligence (starts to cost 9) + 6 Mage Spells (starts to cost 8) or Priest Spells (starts to cost 7): Gives your spells larger bonuses in terms of damage and duration. Probably mostly equivalent to spellcraft, though a prerequisite for magical efficiency. Aim your mage to get this skill, and probably your priest at a later time. (4) Magical Efficiency (MEf): 8 Magery (starts to cost 8) + 8 Endurance (starts to cost 8): Gives a chance of decreasing the spell point cost of a spell. Much more effective in A5 than in A4, this spell is well worth getting for your mages and probably your priests as well. With this spell you'll be able to spam lightning spray and smite much longer, and your buffs are much cheaper. You won't go wrong if you build your mage with this skill in mind. (5) Resistance (Res): 8 Dexterity (starts to cost 9) + 8 Endurance (starts to cost 8) + 8 Hardiness (starts to cost 5): Gives a bonus to most physical resistance stats. Probably not worth try to get to, due to its cost, I'd still recommend buying three points or so for everyone. It will make you last that much longer. -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- 3. Spells & Battle Discipline Guide -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- The spells and battle disciplines are described below. Each spell is also affected by spell "strength" which for a given spell is equal to the number of times trained in that spell, plus the spell class skill (either mage spells or priest spells), plus your spellcraft, plus your magery. The effects for increasing your spell strength in a given spell are described by "+". The best way of increasing your spell strength is to add points to magery and spellcraft as both skills affect all spells cast. Training in a spell with a teacher has less of an effect, and may not be worth the cost, especially if you have found a book that will train you instead. The bonuses from spell strength (from the manual) are described as well. -------------------------------------------------------------------------- Priest Spells These are the healing spells, the buff spells, and the occasional damage spell and summoning spells available to everyone. In general they have a much smaller damage output per SP than mage spells, but can compensate in other ways. These spells are cheaper and easier to use than mage spells. Minor Heal: The staple health returning spell at low level. Very useful early in the game, a bit less so later in the game. + Increases HP regained (+ 1d3) Curing: Removes negative effects like poison and acid from a character. Necessary for some fights, and cheap to cast. + Removes more levels of poison/acid. War Blessing: Cast this before every moderate fight, it increases your chance to hit and your damage done to foes. + Increasing the level of this spell makes it last longer. Protection: Decreases your chance of being hit by a foe and decreases the damage received. Cast this before every moderate fight, it lasts for fairly long. + Increases the duration of the spell. Repel Spirit: Does disruption damage to undead and demons. Undead take a lot of damage from this spell, and this spell is the main damage-dealer for priests when available. Couple it to a mighty blow to kill many undead instantly. + Increases damage done by spell (+ 1d5). Smite: The first major damage-dealing spell of the priestly repertoire. This spell is costly but does a decent amount of energy damage (not ice, I don't think). Great, useful spell. + Increase damage done (+ 1d5). Summon Shade: Summons a shade (~43 HP) or a greater shade (~62 HP) to fight for you. + Increases the chance of getting a greater shade (?) and the length of time they stick around. Enduring Shield: Places a long-lasting shield that decreases the likelihood of getting hit. Well worth casting before every decently large board. Less powerful than Enduring Armor. + Makes the spell last somewhat longer. Unshackle Mind: Removes charm, daze, and terror effects. Doesn't seem to always remove daze or terror, but charm is easily broken. Very useful spell for those occasions. + Increases likelihood of removal. Heal: Provides a nice batch of health to a single character. Well worth it for the middle of fights. + Increase HP regained (+ 1d5). Mass Healing: Casts a healing spell on all your (nearby) characters. Often useful right after a nasty hit (for instance, by a fire shrub). + Increases HP regained (+ 1d3?) Mass Curing: Casts a curing spell on everyone. Very useful when fighting poisonous-cloud launching creatures. + Increases poison/acid levels removed. Steel Skin: A long-lasting shield spell that decreases the damage you receive from most attacks. This one can be cast in conjunction with enduring shield/armor. + Increases the duration. Divine Fire: Hits foes with fire in an area of effect. The staple mid-high level damage spell for priests. Not as powerful as fireblast, but still respectable. + Increases damage (+ 1d5). Control Foe: Seizes the mind of a foe, forcing it to fight for you. Doesn't work on enemies without brains, or undead. + Stronger strength of spell. Enduring Armor: Strongly reduces chance of being hit with a long-lasting protection spell. Better than Enduring Shield, it replaces it if you cast this instead. + Increases the duration. Return Life: Brings a character back from "unconsciousness". Useful for D'oh moments. Better than traipsing all the way back to town, for certain. + Increases health restored (?). Divine Retribution: Casts a fire spell on all visible enemies. Especially powerful on weak, distributed foes. Kind of cool, acts like a wand of the inferno. Not too useful on higher level foes. + Increases damage (+ 1d4). Divine Restoration: THE healing spell, this spell removes all negative effects other than "unconsciousness". Also, gives the invaluable ability to regenerate, making your characters last much longer. Some crystals can also give the ability to regenerate, so hold on to those. + Increases HP regained, and regeneration duration. Divine Host: Summons a battle wraith (133 HP) or a protector wraith (118). The protector wraith will cast spells on you. + Increases spell duration. -------------------------------------------------------------------------- Mage Spells These spells are capable of the most damage in the game. Couple that to a high magical efficiency and a high first aid and you're mages will be the major source of damage in the late game. Bolt of Fire: A single fire attack to damage your foes. This spell is good early on, and good late in the game as well. It is strong against humans and most undead, and weak against demons, reptiles, and things colored red. + Increases damage (+ 1d3) Call Beast: Summons a weak foe to come fight for you. Summons cave worms, giant rats, huge bats, cave wolves, and cave crawlers (19-27 HP). Summoning spells got a boost in A5, and are pretty cool for some assistance. Useful for distractions, no doubt. + Increases duration, may increase probability of getting a good summon. Spray Acid: Hits a foe with a blast of acid, which continues to do damage through time. A bit nerfed since Avernum 4, this spell is no longer as strong as it was. Useful at the beginning of the game, but not near the end. + Increases initial damage (+ 1d3), adds more acid. Daze: Stuns foes until you wake them up by attacking them. Cool and occasionally useful. + Increases spell strength. Haste: Adds about 2 or 25% to your AP for a single round. An invaluable spell, this spell will help you attack twice in a single round, or up to three times late in the game (depending on your character setup). Cast this on everyone before every major fight. + Increases spell duration. Slow: Drops the AP of a foe so that they only attack once every two rounds. Really useful on bosses, and/or on splitting monsters (e.g., doomguards). + Increases spell duration. Icy Rain: An area of effect ice attack. One of the few ice attacks available in the game. It is nearly always useful except on ice loving foes or undead. Don't forget about it as you fight higher level enemies, it often does more damage than lightning spray or fireblast, depending on the size and number of foes. + Increases spell strength (+ 1d3). Unlock Doors: Removes magical locks. A moderately necessary spell, this spell removes the magical parts of locks. No longer as powerful as in A4, you can't unlock normal locks with this spell. You can replace this spell with "tinker's crystals" for the Anama or magically-disinclined. + Increases magical lock removal strength. Augmentation: Casts a long lasting boost to HP of about 35 HP, give or take. This is a very useful buff at middle levels, and still good at high levels. It will last about two maps worth of slow exploration, so you may need to recast on long jaunts. + Increases spell duration. Minor Summon: Summons a middle level foe to fight with you (Searing Slimes, Ghasts, Spitting Wyrmkins, Chitrachs, Fire Lizards, Wights, Hellhounds- HP 53- 78). Good for distractions, and some have some special attacks. Especially useful for mage-heavy parties. + Increases duration, may increase probability of getting a good summon. Lightning Spray: The middle-upper level staple damage spell, this spell does energy damage to up to three foes. The foes must be 2 spaces (diagonal counts as one) from the target foe in order to give them spray damage. Few foes are strong against energy damage, so this spell will do damage consistently. Its expensive cost in SP is moderated by a high magical efficiency and first aid. + Increases spell damage (+ 1d4). Terror: Scares foes so that they run away. Might be useful on melee-focused strong foes, I don't use it too much. + Increases likelihood of terrorizing. Prismatic Shield: Provides resistance to mental attack spells (charm + confusion + maybe terror + daze?) and to cold (petrification-like) attacks. Worth casting whenever fighting an opponent that freezes or tries to confuse you. One of the nice, generic buffs for mages. + Increases spell duration. Dispel Barrier: A necessary spell that removes barriers. Piercing crystals are its anama equivalent, but piercing crystals don't always remove barriers. You'll get this in Tranquility. + Brings down stronger barriers. Summon Aid: Summons a pretty powerful creature to fight with you (Warped Wolves, Mutant Lizards, Experimental Rats, Rabid Hellhounds, Plated Chitrachs, Revenants, Worgs- between 58 and 111 HP). Some have special attacks or good resistances. + Increases duration, may increase probability of getting a good summon. Strong Daze: Strongly stuns enemies. Useful when surrounded by low level melee fighters/foes. Not bad in emergencies. + Affects stronger foes. Fireblast: The generic damage spell at high level, this one replaces icy rain in damage output. Expensive to cast though. + Increases spell damage (+ 1d5). Arcane Summon: The strongest summon spell for mages, summons Writhing Massses, Guardian Hellhounds, Enormous Cavebats, Terror Wolves, Pustulant Zombies, Gnawing Stoneworms, and Skeleton Warriors (HP from 125-154). Very useful as distractions and as damagers. + Increases duration, may increase probability of getting a good summon. Arcane Shield: The ultimate buff for mages, this one gives you potent resistances to magic, as well as spiny shield. The spiny shield ability reflects a portion of the damage you take back onto the foe. That's very nice for most battles (except with splitting foes!). Cast before boss fights. + Increases spell duration. Arcane Blow: The final rung on the damaging ladder, this spell casts an area of effect blast of energy. Does a lot of damage, and costs a lot of SP. Actually manageable if you have enough magical efficiency, though not for too long. + Increases spell damage (+ 1d6). -------------------------------------------------------------------------- Battle Disciplines Battle disciplines are new to Avernum, and are the closest thing to fighter- spells. These operate on a different set of rules than spells- your character can use a discipline, but will become fatigued for a certain amount of time so that they can't use another. You can decrease the number of rounds your character is fatigued for by adding points to Blademaster, and by wearing armor that has "fatigue removal" under the description. I've maxed out at about 3 fatigue points removed per round. These disciplines are extremely worthwhile for all characters, and I would recommend training everyone in some skills so as to access these skills (at the very least the first two) by mid- late game. These disciplines are stackable with spells, and if a caster can get to the last skill (battle frenzy) they can become a dervish of destruction. The highest level discipline you can access is equal to your melee weapons + pole weapons + bows / 2 + thrown missiles / 2 skills (I call this battle skill). Points can be trained or acquired by equipment, they aren't picky. Points from traits or racial bonuses count as well, making it very easy for sliths and nephilim to get these disciplines. Well-Aimed Blow. 5 battle skill points needed needed, gives 3 fatigue. Increases the damage done of your next attack by about 20-30%, give or take. Can make a huge difference late in the game, especially for mages (an extra 30 damage every three rounds will bring that boss down 30% sooner). Shield Breaker. 6 battle skill points needed needed, gives 5 fatigue. Curses your foe so that they take more damage (again about 20-30% more). Use this skill on foes first then hit them with a well-aimed or mighty blow. Try to get to at least this skill for your mages and priests once you've maxed out their priest/mage spells skills. Leg Sweep. 8 battle skill points needed needed, gives 5 fatigue. Curses your foe so that they do less damage to you. Makes a big difference early on in the game, less later. Use on low-level bosses. Berserker Rage. 9 battle skill points needed needed, gives 6 fatigue. Blesses and shields you but does some damage as well. Myeh, I prefer war blessing + protection to this. Focus Spirit. 11 battle skill points needed needed, gives 5 fatigue. Removes negative effects from your character (slow/curses). The ones that you really need it to remove (terror/charm/daze) it can't affect because you can't use it. Occasionally useful, but the next discipline is much more so. Mighty Blow. 13 battle skill points needed needed, gives 4 fatigue. Adds a hefty bonus on your next attack. Excellent for everyone, including mages and priests. Priests are a bit more likely to get to it though. Adrenaline Rush. 15 battle skill points needed needed, gives 8 fatigue. Adds some AP in exchange for HP. Sometimes useful, but if you're here you may as well just build up to battle frenzy. Blade Shield. 16 battle skill points needed needed, gives 8 fatigue. Increases your parry ability. Cool while waiting to get to battle frenzy. Stunning Blow. 18 battle skill points needed needed, gives 5 fatigue. Stuns an enemy with your next attack. Couple this to a slow spell and that foe won't be moving any time soon! Battle Frenzy. 20 battle skill points needed needed, gives 12 fatigue. The ultimate discipline, this ability blesses you, and hastes you (stacks with the haste spell and other AP increasers). Makes your fighters incredible. Magic users become even more incredible, but would have to invest a lot of points here in order to get this discipline. Still, Wow! -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- 4. Traits -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- Traits are character features that increase (or decrease) the effectiveness of certain abilities. You can have up to two traits which will affect the rate you gain experience, plus a race, which will also do the same. You will get about 40 levels for a human with no traits, which means that each 6-8% decrease will cost you about 1 level (or 5 skill points) by the end of the game. However, most traits more than make up for this decrease. I do not recommend any negative traits. Traits give slow increases to skills which means one point at the beginning of the game and one point every 12 levels or so, and fast increases to skills which means two points at the beginning of the game and one point every eight levels or so. Good Constitution (1 level lost): Increases your resistances. Effectively acts as a free two points in hardiness, and gives a few more points in mental and stun resistances. Good cheap trait if you hate losing levels. Nimble Fingers (1 level lost): Gives a bonus of 2 points initially to tool use which increases quickly, and a bonus to first aid which increases slowly. It's worth giving one character this skill just to save points on tool use (effectively about 42 skill points by the end of the game!). Thick Skin (1 level lost): Gives a bonus to armor naturally. No bonuses to resistances, and I prefer good constitution slightly. Strong Will (1-2 levels lost): Hugely increases your mental resistance (by about a full 50%!). Good if you hate charming and terror, especially good for priests (so that they can cast unshackle mind in following turns). Not necessary though. Deadeye (1-2 levels lost): Gives a bonus to sharpshooter (+2) which increases quickly. Pretty good for dedicated archers and nephilim. There are better traits for everyone else though. Fast on Feet (2 levels lost): Increases your attack order and occasionally gives one bonus AP. A really nice cheap trait if you can't stand not maxing out your level. Pure Spirit (2-3 levels lost): Gives a bonus to priest spells which increases quickly and gives a bonus to magical efficiency which may also increase quickly. Any dedicated priest (the character who is aiming for 18 in Priest spells) should get this trait. Natural Mage (2-3 levels lost): Gives a +2 bonus to mage spells which increases quickly, a smaller bonus to magical efficiency which may increase slowly, and a bonus to the amount of armor you can use before losing access to your high mage spells. Extremely potent for mages, definitely go for it for your dedicated mage. Elite Warrior (2-3 levels lost): Gives a bonus to parry and blademaster which increases quickly for both skills, and a slight bonus to your carrying capacity. Great for melee warriors, or any sort of meat shield characters. Divinely Touched (4-5 levels lost): Gives slow increases to magery, blademaster, and sharpshooter, with +1 free points to these skills. Also gives a very healthy increase to armor. You can't go wrong with giving any character this trait, especially characters who want to do more than one thing. This trait will benefit everyone. -------------------------------------------------------------------------- Weak-Minded (1 level gain): Decreases your mental resistance. Not worthwhile. Delicate Skin (1-2 levels gained): Decreases your fire and cold resistances, and perhaps your energy resistance. Ouch. Sluggish (1-2 levels gained): Decreases your attack order, and sometimes takes away an AP. May find mild use for late-stage characters (for instance, priests who need to cast cure or healing spells) but probably not worthwhile. Brittle Bones (2-3 levels gained): Increases damage taken from melee attacks. Ouch. Frail (3-4 levels gained): Everything goes badly for you. Double ouch. The extra levels aren't worth it. -------------------------------------------------------------------------- Races: Due to the introduction of battle techniques, all non-human races are quite useful as they will get you significant bonuses to the abilities which decide what level battle techniques you can use. Some may suggest that you give your entire party a non-human race, which really isn't a bad idea as the cost isn't that high. I would recommend making an all-nephil party due to the power of bows in the late game, or a 3 nephil-1 slith party. Anyway you try it, you'll be wiping the world clean. Human: No penalties or bonuses. Nephilim (about 2 levels lost): Gives a bonus to bows, thrown missiles, (+2 for both and which increases quickly ) and gymnastics (+1 which increases slowly). Excellent for archers or anyone who can use a bow (OK, so everyone). Slithzerikai (about 3 levels lost). Gives a bonus to pole weapons (+2 and which increases quickly), and a bonus to fire, poison, and acid resistances, and a few bonus HP. Excellent for melee fighters. -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- ------------------------------------------------------------- ====================WALKTHROUGH============================== ------------------------------------------------------------- -/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\-/\- KEY: Name of place (number) Q: Quests available {rewards for job board quests} I: Items of Note C: Cache supplies S: Skills, spells, and trainers (cost) D: Secret Doors $: Merchants [Key Items] *Constructions* ////////////////////////////////\\\\\\\\\\\\\\\\\\\\\\\\\ 1. DEMO AREA \\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\///////////////////////// Map of demo region: 15 17 |^^^^^| 11-10-09-16 14 | | | | | 06-04-03-08-12 | | | | | 05-01-02-07 13 | 00 Blackchasm Outpost (00) Q: Get Out of Basement Transit Papers See the General The Pylon Lesson Get Your Boat The Northern Frontier Intisar's Cauldron Dirty Dan Dirty Desiree Message: New Harston {100c} Nice Scuttler Eyes {Healing x2, Speed, Energy Potions} The Bargha Walls {Ice Bolt and Lightning Scrolls} Aid to Aminro {Platinum Ring} I: Shielding Band, Blessed Bauble, Blessed Shield S: Incantrix Intisar (slightly expensive) D: Rivlin's room. $: Sergeant Damien You start in Blackchasm Outpost, exiting a portal. Grab the few items to the NE (some supplies), you will need all the gold you can find. There are also some bolts of cloth to sell hidden a bit to the SW. Anything that has any value you should pick up and sell. Towards the end of the game this becomes less necessary, though you will always want to have a few thousand in reserve. Captain Newsom greets you off the platform. Talk with him, then leave to the east. Grab some supplies from the rooms, and continue on, getting messages of the suspicious sort. Head south, and you'll see what happens. Kill the skeletons, and grab their stuff. One may drop a short sword, equip it instead of your knife. If you want to understand the damage potential of a weapon, take the high number and divide it by the low number. For instance, a dagger does 2-4 damage. This is 2d2 in RPG terms (roll 2 two sided dice and calculate). The short sword is 3-6, or 3d2, slightly better (with a bit better chance to hit). Most melee weapons have d2 or d3, pole weapons are d3 or d4, Continue east and kill the rest of the undead. Grab the stuff on the bodies, and continue south. Grab the nearby spear and energy potion. You have a choice- kill the lizards or kill the zombie. Or both, if you want some xp. Head west through the skeletons, north through the worms (ignore the pot for now), then face Newsom. Kill him and his zombies, then go through the door. He drops a shielding band on death, the first magic item you'll find. Open the doors to the north (there's a key near the beginning of the level from here) to grab the stuff (slightly better equipment than what was first available). Soldier rush out as you head to the east, then go up the stairs. Sergeant Cienna greets you. Talk with her to get your official quest, Transit Papers. Immediately nearby is a job board with four more quests for you. Grab them all if you'd like. Incantrix Intisar is an empire-approved mage who will teach you some weak magic skills for slightly expensive costs. She also gives you a quest to take care of her cauldron down below. Go back downstairs and open her cauldron, kill the 10 or so worms that fly out (the leader, a brainy worm, drops a blessed bauble). You get a fiery wand from Intisar for your troubles. Once you get to Tranquility or so her spell repertoire increases. Sergeant Damien is the quartermaster who will trade with you. He also gives you a series of quests, starting first with "Dirty Dan". Completion gets you 300c. You then get the "Dirty Desiree" quest. Completion gets you 300c and a pair of plate vambraces. Rivlin is an Avernite agent to the south. Talk with him and he'll complain about noise in his quarters. Go to his quarters (they're nearby), and search for a small black spot on the wall. These are secret door buttons, which are among the best return to old-school features of A5. These buttons are common and will open up much. Use the "U"se button frequently to find them if you're not sure how to enter a secret spot. Use this button and kill the rat. Grab the scroll and tell Rivlin about it. Report back to Sergeant Cienna with the news from the mayor. You're instructed to see the general. Go west and talk with general Manfred. You get your next quest, to learn how to use the teleporters, and you can get a blessed shield out of him. Go ahead an touch the pillar to the SW twice. You are teleported to (08). Once done, you get two quests- to get your boat, and to explore the northern frontier. Outside Outpost (01) C: Beautiful Crystal, Energy Potion There are lots of routes down here. But first, head north, and you'll find Dirty Dan. Beat up his dogs (you're not really supposed to kill him), then demand he give you his key. Let him go. Underneath the level to the NW you'll find Dan's stash, as well as some bats. The eastern tunnels hold rats. There are a few herbs spread around. Press "g"et often when in dark places. South of Harston (02) I: Piercing Gloves C: Energetic Herbs, Healing Herbs Not much here beyond some worms and an avernite soldier who doesn't like you. Underneath, you will find Aminro, a nephil who would like your help (provided you got the quest in Blackchasm Outpost). First head north and kill a bunch of worms. You'll get the maximum xp return if you do so, but don't kill too many as you head to the east. Then get Aminro, and go on the hunt. Go to the north then east, and kill the gassy crawler. Aminro leaves you, then pillage its loot for some piercing gloves (+1 to anatomy). New Harston (03) I: Shadow Band Q: Hunt Hirickis Land Grab The Rat Lord The Friendly Giant? The Anama Letter Baquba the Aranea Venomous Mongbat Pit Crawler Lost Shade Moref Mindwarp Chitrach Whirling Thrasher Hraithe Lord Black Horror Message: Gladwell {Invulnerability Potion, Knowledge Brew} Package: Harkin's Landing {Fine Razor Disks} Rat Bounty {Beautiful Crystal x 2, Focusing Crystal, Piercing Crystal} Lowlands Slime {300c} Courier Satchel {Blessed Belt} C: Lovely Crystal S: Minister Pilhofer (exorbitant), Lark (expensive), Augmentation, Control Foe, Strong Daze, Spellcraft, Quick Action, Magical Efficiency, Parry, Resistance, Riposte, Magery, Strength, Dexterity, Intelligence D: In Lark's upstairs $: Vaosh This is a decent city loaded with quests and things to do. You are first recommended to go talk with the mayor. Go ahead and do so (talking with the mayor solves one of your job board quests, getting you 100c). She tells you that before you can be given the papers of transit, you must first defeat Hirickis, a crazed mage to the NW. You can go up from her room, however, there's a locked door (12 tool use to unlock) that houses a nasty shade. Kill it if you'd like and grab the nice armor and goods. There's a job board here, grab everything that you'd like. Note that "Courier Satchel" will only appear when you have completed a few tasks already. Vaosh the slith will trade with you. Dionicio is an avernum agent who gives you a quest to deal with a friendly giant. Tell him when you've completed this quest (500c), and you'll see more of him later. Minister Pilhofer is a priest of the Anama who talks with you. He will train you in spells for exorbitant prices. He will also give you a message to deliver when the mayor sends you on your way. Two strongly-locked doors are upstairs. One you can get in near the end of the game (20 tool use required). Behind is a book of Control Foe. You'll find several people at the inn. Most are unfriendly, and the soldier at the bar will hint that you're marked. Go up the north stairs and you can loot the inn for a disruption wand (among the most useful of the wands). Go up the south stairs and talk with Goodman Wulf for a new quest- to claim the Rat Lord's lands. He also wants you to tell him first when you remove him. Lark the hedge wizard gives you one of the most interesting and involved quests of the game. She will also sell you a number of spells, including icy rain and unlock doors, which is probably worth your while buying from her. Unlike previous Avernums, unlock doors isn't the uber-spell it used to be, but it's still very useful. Upstairs she has a spellbook with "Augmentation," and two very-locked doors. They will become unlocked as you complete her quests. Lark's first quest is to kill the Aranea Barquba (10). Do so for a free point in spellcraft for all your characters. Next she wants you to kill the Venomous Mongbat (26). You get a free point in quick action for finishing this quest. Next she wants the brain of a pit crawler (42). Do so for a point in magical efficiency. She then wants some of the ectoplasm from the lost shade Moref (63). Do so for a point of Parry. She then wants you to hunt the Mindwarp Chitrach, which is in the anama lands (72). You can also now explore her top floor (one room, anyway). Enter it, kill the lizard, then read the book for a point in strong daze. Once you return with the Mindwarp Chitrach's mandibles, Lark cooks up another stew that gets you a point in Resistance. She then asks you to hunt for the Whirling Thrasher (88). Bring in the Thrasher's claw for a point in riposte (nice!). Lark will then request the eyes of a Hraithe Lord. Bringing this item to Lark will get you a point of magery, and she will open up her rooms upstairs, allowing you to read a book on Arcane Blow, and grab a wisdom crystal and a shadow band. Her last hunt quest for you is the Black Horror (C1). This is easily the most difficulty battle in the game, but it's well worth it. When you have its skin, come back. Give it to her for +1 to strength, dexterity, and intelligence. That's it, the end of one of the most involved quests in the game! Mother Alice gives you a quest to depose of the rat lord. She also wants you to inform her of his removal first. Upstairs she has a magically-locked door with a piercing crystal (woo!) and other goods behind it. After you depose of the rat lord, you can choose to tell either Goodman Wulf or Mother Alice about it. Telling Goodman Wulf first gets you a Chilling band from him and 20c from her. Telling Mother Alice first gets you 600c and nothing from Goodman Wulf. The money is probably a bit more useful in the long run. West of New Harston (04) C: Speed Potion D: Goodwife Paulette's house Scuttlers live here. These are the bugs desired for a quest in the Blackchasm outpost. Occasionally, when you kill a scuttler or you'll get an eye from it (it's a special item). Try to collect nine. Go down below and collect even more. You may want to reload if you kill a batch without getting any eyes, since there are limited numbers of the things. Not all scuttler batches will drop eyes, so don't try too many times. Beneath Paulette's house is a secret door that will get you a curing potion. The Blackchasm (05) I: Nimble Chain C: Heavy Boots $: Storgald More monsters here. Also, Storgald the scum farmer sells a variety of herbs, none of which are direly necessary. Go down his stairs and loot his stuff for some more herbs and the ultra-useful invulnerability elixir. Go through the tunnels and head west after cleaning them out. Go back up the stairs and you'll encounter Dirty Darius. Get rid of him however you'd |
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Another Avernum 5 Walkthrough :
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