Tenderfoot Thahd Masayoshi Posted December 1, 2013 Share Posted December 1, 2013 I'm posting this here because I recently completed Avernum 3 and don't want to be spoiled at all on the second Avernum trilogy, and even the subject headings in the 2nd trilogy forum seem spoilerish! What are the main gameplay differences between Avernum 4 and the first trilogy? I'm about to start a new game, but I'd like to know if there are any significant differences in how things work before putting a party together. Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 1, 2013 Share Posted December 1, 2013 The biggest difference is that the Second Avernum trilogy has a continuous world where you go directly from town to world and back so monsters can follow you inside a town. This makes the world smaller when you reach the Eastern Gallery and find Silvar, Fort Duvno, and Cotra are steps apart. Magic spells no longer gain extra or different effects as you gain levels in that spell. A spell just becomes slightly more powerful so it doesn't pay to buy extra levels. The wait command is no longer there. Welcome to Spiderweb Software. Please leave your sanity at the door. Can't you tell from the way we post? Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 1, 2013 Share Posted December 1, 2013 divinely touched is useful (div touched + elite warrior / natural mage / pure spirit rocks). dispel barrier is 1 of those few spells for which is nice to buy more levels. tool use is given to mage and unlock doors-spell is also nice to have upgraded. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted December 1, 2013 Share Posted December 1, 2013 The Action Point system in A4 is a bit of a rude shock. You get more of them, but you need at least 5 (iirc) to do an action. So you may run up to an enemy only to find that you don't have enough AP to do anything. Fortunately this was changed in subsequent games. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 1, 2013 Share Posted December 1, 2013 haste helps in action points case (except in later games thx to JV). quest wise all Avernum-games are same, bring this and that, kill this and that there and there, find this and that, help him/her/it and in the end kill big bad boss. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted December 1, 2013 Share Posted December 1, 2013 quest wise all Avernum-games are same, bring this and that, kill this and that there and there, find this and that, help him/her/it and in the end kill big bad boss. You may have just described every RPG ever. (Also, the central point of the BoE/BoA scenario 9 Variations on Point B.) Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 1, 2013 Share Posted December 1, 2013 yea with some variation. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Masayoshi Posted December 1, 2013 Author Share Posted December 1, 2013 Thanks for the responses, guys! Is there any place where the mechanics are spelled out? I'm confused, for instance, by exactly how much Dexterity and Strength contribute to hit % and damage. In A3, Strength + Weapon Skill were the same in terms of damage, adding another "die roll". Is that the case in A4? And how much does Intelligence, Mage/Priest Spells, Spellcraft, and Spell Level increase power of spells? Is each point the same, or do some influence the power more than others? I've looked at the GameFaqs (Matt P and Relle), but they don't seem to really know the underlying mechanics too well either. Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted December 1, 2013 Share Posted December 1, 2013 Check Strategy Central, particularly the Skills link. Quote Link to comment Share on other sites More sharing options...
Easygoing Eyebeast Jerakeen Posted December 1, 2013 Share Posted December 1, 2013 This might be what you're looking for: http://spiderwebforums.ipbhost.com/index.php?/topic/10726-new-info-on-skills-esp-luck Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Masayoshi Posted December 2, 2013 Author Share Posted December 2, 2013 This might be what you're looking for: http://spiderwebforu...skills-esp-luck Thanks ξ & Jerakeen! Amusingly enough, much of the info about luck in that link seem to be later contradicted here: http://spiderwebforums.ipbhost.com/index.php?/topic/6820-queer-parry-results/ Basically, luck doesn't seem to factor into real Armor or resistances at all, despite the numbers going up in the stat screen. I assume that this is the latest info on that subject and can be trusted? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Randomizer Posted December 2, 2013 Share Posted December 2, 2013 One important difference that's only in Avernum 4 is that there are no light sources or spells. So underground levels are poorly lit only near player characters so it is hard to find the black bodies on black floors to loot them. Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 2, 2013 Share Posted December 2, 2013 I forgot that no lightsource so u will be useful key (JV should add it to Avadons too to help finding secret doors). Quote Link to comment Share on other sites More sharing options...
Magnificent Ornk Kelandon Posted December 3, 2013 Share Posted December 3, 2013 Basically, luck doesn't seem to factor into real Armor or resistances at all, despite the numbers going up in the stat screen. I assume that this is the latest info on that subject and can be trusted? As far as I know, yes. Strategy Central has all the analyses that people have done on Avernum 4. Also, because this is an Avernum 4 topic, I'll eventually move it into the appropriate forum, but perhaps not immediately, per the OP's wishes. EDIT: Now moved (on Dec. 7). Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Masayoshi Posted December 11, 2013 Author Share Posted December 11, 2013 Another question, if people don't mind. I saw on one of the Strategy Central posts that training Sharpshooter is unlocked with 6 Dexterity and 8 Bows or Thrown. My Nephil has 7 Dex (naked) and 12 Bows, but still can't train in Sharpshooter. He has some Sharpshooter from the Deadeye trait, but can't train it at all. Anyone know what the real scoop is? Quote Link to comment Share on other sites More sharing options...
Hatchling Cockatrice Lilith Posted December 11, 2013 Share Posted December 11, 2013 Nephilim get bonus points in Bows as they level up, and those bonus points don't count toward Sharpshooter: you have to have actually bought 8 point in Bows with skill points. Quote Link to comment Share on other sites More sharing options...
Tenderfoot Thahd Masayoshi Posted December 21, 2013 Author Share Posted December 21, 2013 Nephilim get bonus points in Bows as they level up, and those bonus points don't count toward Sharpshooter: you have to have actually bought 8 point in Bows with skill points. Thanks Lilith! It's weird that Vogel seemed to have gone to some amount of trouble in Avernum 4 to try to make stats more transparent, but in the end it's just as confusing as in the first 3 games! Quote Link to comment Share on other sites More sharing options...
Understated Ur-Drakon Earth Posted December 22, 2013 Share Posted December 22, 2013 Thanks Lilith! It's weird that Vogel seemed to have gone to some amount of trouble in Avernum 4 to try to make stats more transparent, but in the end it's just as confusing as in the first 3 games! that's why in Avadons and AEFTP skilltrees are bit clearer (still confusing if for example item gives + to some ability). Quote Link to comment Share on other sites More sharing options...
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