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Thoukydides

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Posts posted by Thoukydides

  1. Oh, I've been using the Annotated Maps rather extensively over the last few months. Although Silver's work is great, his information is what prompted me to begin analyzing the item, trait, and stat effects back in August. I noticed his information often lacks specific details (like that the crystal items give 100% protection, so don't give one character all three) and in some cases it's completely inaccurate - such as the knowledge charm increasing XP gains, the health charm increasing HP recovery (they don't), and of course some of the problems arise because the game claims stats and items do something when they don't.

     

    That said, I'm glad you linked the list you're hosting on your website since it is very useful and includes details I didn't put in my list.

  2. Since Avernum 1 doesn’t tell you exactly what special abilities magical items have, I decided to list the effects of all magic equipment in the game. I have only included equipment that has an effect like magic rings and bracelets. If I missed anything, please let me know and tell me where to find it.

     

    After the weapon name I will list in parentheses the effect given in game and below the name I will list the effects I have discovered.

     

    All special weapon damage was tested against cave rats, except for Demonslayer, Ghoulbane, Smite, and the specialized arrows.

     

    Note that because all weapons have the same stat modifiers, there is little difference between any of the weapons, besides the corresponding weapon skills. For example, with no stats, a steel short sword (2-16+2) should do the same damage as an iron longsword (2-20). In addition, since the + bonuses increase to-hit and thus skill damage, once weapon skills or Blademaster pass ~15, the short sword will always out-damage the longsword by a small amount. For more on this check out my stats thread.

     

    Melee Weapons

     

    -Alien Blade (2-28+3, drips poison)

    Inflicts poison, does 12-14, avg. 13, poison damage every three turns. Enemies can resist the poison status and additional hits will increase the strength of the poison – each “level” of poison does 12-14 damage. Unsurprisingly, poison does less damage over time. The ability to stack poison damage makes this the strongest melee weapon on most enemies.

     

    -Assassin’s Dagger (2-12+4, drips poison)

    Like the Alien Blade, this inflicts 12-14, avg. 13, poison damage every three turns. Despite having a range of only 2-12+4, the Assassin’s Dagger poison ability and the +4 makes it better than any non-artifact melee weapon and about as good as the Diamond Dagger. The Diamond Dagger will be better (by 4-8 damage) against enemies not affected by poison.

     

    -Demonslayer (2-26+3, strange ability - damages demons)

    Does an extra 26-37, average 31, damage against demons. The damage type does not display, it may be magic or physical damage.

     

    -Flaming Longsword (2-20+3, covered with flames)

    Does an extra 4-22, avg. 14, fire damage. This is the strongest one-handed weapon against enemies not resistant to fire. For comparison, a Blessed Greatsword at base stats will average 18 damage, while against an enemy not strong to fire, the Flaming Longsword will average 29 damage.

     

    -Icy Longsword (2-20+3, covered with frost)

    Does 3-15, avg. 9, extra cold damage. The damage range for this weapon may be bugged, especially because cold damage in general appears bugged.

     

    Pole Weapons

     

    -Ghoulbane (2-20+4, damages undead)

    Does 3-14, avg. 8-9, additional magic damage to undead. Ghoulbane likely uses the same damage range as the Icy Longsword.

     

    -Jade Halberd (2-32+3, drips acid)

    Does 0-13, avg. 6, acid damage every turn until the acid wears off. The 0 damage may be due to a resistance, or possibly armor, and the acid status can be resisted. Sadly, even though acid damage can stack like poison, in practice the acid damage doesn’t seem to be as nice as poison. Despite this, the high damage range of the Jade Halberd does make it compete with the Alien Blade.

     

    -Obsidian Spear (2-20+4, no effect listed)

    Occasionally slows enemies for 1 turn.

     

    -Smite (2-26+4, damages giants)

    Does 7-28, avg. 18, additional magic damage to giants. Smite is by far the best weapon to use against giants. It’s magic damage beats even the Flaming Longsword’s fire damage.

     

    Ranged Weapons – all of the following appear to be bugged and none of them have an effect listed in their descriptions.

     

    -Acid Arrows (+20 bonus to hit)

    Does not inflict acid damage.

     

    -Acid Bolts (+20 bonus to hit)

    Does not inflict acid damage.

     

    -Arrows of Light (+20 bonus to hit)

    Does not deal extra damage to demons or undead.

     

    -Bolts of Life (+20 bonus to hit)

    Does not deal extra damage to demons or undead.

     

    Body Armor

     

    -Icy Chain Mail (1-12+4, 16% penalty, resist fire)

    Gives ~60% fire resistance. This is equivalent to 20-25 Elemental Resistance.

     

    -Mauling Leather (1-8+4, 8% penalty, increases bonuses from Strength)

    Gives 2 Strength, this does not affect derived statistics, such as weapon skills.

     

    -Polished Plate Mail (1-16+3, 20% penalty, protects from stoning)

    Gives 100% resistance to stoning.

     

    -Radiant Robe (1-4, provides protection from magic)

    Blocks ~60% of magic damage. This is equivalent to 20-25 Magic Resistance.

     

    -Robe of the Magi (1-6, wearer casts stronger mage spells)

    Adds 4-5 levels of Bonus to Mage Spells.

     

    -Rogue’s Leather Armor (1-4+3, 4% penalty, increases chance of picking locks and disarming traps)

    Adds 3 levels of Tool Use for both traps and doors.

     

    -Shadow Leather Armor (1-4+3)

    Has no attack penalty, this allows use of high level mage spells. Note: Any attack penalties given by bulky armor prevent casting spells higher than Mage Spells 3 (Slow). Hardiness does not counteract this.

     

    Shields

     

    -Crystal Shield (1-6+3, 4% penalty, protects from stoning)

    Gives 100% resistance to stoning.

     

    -Serendipity Shield (1-6+3, 4% penalty, increases bonuses from luck)

    Gives 2-5 levels of Luck.

     

    Gloves

     

    -Gauntlets of Might (1-2+1, increases chances of hitting and damage)

    Increases chance to hit by 15%, increases damage by 6. Probably adds 3 Blademaster.

     

    -Nimble Gauntlets (1-1+1, increases chances of picking locks and disarming traps)

    Increases Tool Use by 3 for both traps and doors.

     

    Boots

     

    -Boots of Speed (1-2+2, 4% penalty, makes you move faster and get more actions)

    Always gives 1 Action Point. Does not appear to increase initiative.

     

    -Nimble Boots (1-2+2, 4% penalty, increases bonuses from dexterity [so you're harder to hit in combat etc.])

    Increases Dexterity by 2, does not affect derived statistics, like Defense. Does not increase dodging.

     

    Cloaks

     

    -Archer’s Cloak (1-2, makes missile weapons more accurate)

    Increases Bows and Thrown Missiles by 2.

     

    -Dragonskin Cloak (1-2, protects from fire)

    Gives 60-70% fire resistance.

     

    Bracelets

     

    -Dexterity Bracelet (increases bonuses from dexterity)

    Increases Dexterity by 2, does not affect derived stats like dodging.

     

    -Intelligence Bracelet (increases bonuses from intelligence)

    Increases Intelligence by 2.

     

    -Lucky Bracelet (increases bonuses from luck)

    Increases Luck by 1-2.

     

    -Mage’s Bracelet (helps wearer cast stronger mage spells)

    Increases Mage Spell Bonus by ~3.

     

    -Monkey Bracelet (makes you feel weak, very weak)

    Reduces chance to hit by 15% and damage by ~3-4.

     

    -Priest’s Bracelet (helps wearer cast stronger priest spells)

    Increases Priest Spell Bonus by 3.

     

    -Strength Bracelet (increases bonuses from strength)

    Increases Strength by 2.

     

    Necklaces

     

    -Basic Charm (protects from acid)

    Gives 40-50% acid resistance.

     

    -Chill Charm (protects from fire)

    Gives ~60% fire resistance.

     

    -Crystal Charm (protects from stoning)

    Gives 100% resistance to stoning.

     

    -Freedom Charm (protects from paralyzed or put to sleep)

    Gives 40% resistance to paralysis, possibly other status effects like charm or confusion. Paralysis uses Willpower, you start with no base resistance to paralysis.

     

    -Harm Charm (makes you feel weak, very weak)

    reduces chance to hit by 15% and damage by ~4.

     

    -Health Charm (gives protection from poison)

    Probably gives ~40% poison resistance, does not increase HP recovery.

     

    -Knowledge Charm (no effect listed)

    Gives 3 Rune Reading, does not increase XP gain.

     

    -Shielding Charm (protects from magic)

    Blocks ~60% of magic damage, equivalent to ~20 Magic Resistance.

     

    -Sticky Charm (no effect given)

    I have no idea what this does other than take up a necklace slot and since it is cursed it can't be removed without uncursing it. It does not affect accuracy, dodge chance, damage done, or physical and elemental damage received. May decrease magic resistance or willpower (not tested).

     

    Silly me for not being able to find these. If you are able to find these, please test them and let me know your results. I have tested them both in Avernum 2 instead.

    -War Charm

    No effect discovered, may be bugged. There was no noticeable change in damage, no change in chance to hit or dodge chance.

     

    -Warmth Charm

    Blocks ~60% cold damage, roughly equivalent to 20 Elemental Resistance.

     

    Rings

     

    -Archer’s Ring (makes missile weapons more accurate)

    Adds 2 levels of Bows and Thrown Missiles.

     

    -Armor Ring (no effect listed)

    Blocks ~4 physical damage, may give about 4 Armor.

     

    -Fletcher’s Ring (makes missile weapons more accurate)

    Adds 2 levels of Bows and Thrown Missiles.

     

    -Immunity Ring (protects from fire, cold, and other magical effects)

    Increases Elemental and possibly Magic Resistance by ~20%.

     

    -Resistance Ring (protects from fire, cold, and other magical effects)

    Increases Elemental and possibly Magic Resistance by ~10-15%.

     

    -Ring of Agony (makes you feel weak, very weak)

    Decreases chance to hit by 15% and damage by ~5. May give -3 Blademaster.

     

    -Ring of Blurred Vision (makes your missile weapons more accurate) [This is a cursed item and may be bugged]

    Decreases ranged damage by 3-4. Despite the description it has no effect on accuracy.

     

    -Ring of Exposure (provides protection from fire, cold, and other magical effects)

    Increases Elemental and possibly Magic Resistance by ~15%.

     

    -Ring of Great Health (affects rate of HP recovery)

    Increases HP recovery rate by 20 times - recovers 5 HP every two turns on world map. The base recovery rate is 1 HP every 8 turns. Incidentally ten turns on a town map are equal to one turn on the overworld map. This means both this and the Ring of Health heal HP every twenty turns in a town or dungeon.

     

    -Ring of Grief (makes you feel weak, very weak)

    Decreases chance to hit by 15% and damage by ~5. Does not appear to reduce Strength.

     

    -Ring of Health (affects rate of HP recovery)

    Increases HP recovery rate by 12 times – recovers 3 HP every two turns.

     

    -Ring of Illness (affects rate of HP recovery)

    Decreases HP recovery rate to 0 - over ~800 turns (1 day is 600 turns) no HP was recovered naturally. Oddly enough, this only applies to movement and waiting, HP will be restored using the rest command. In addition the ring is not cursed, this is probably a bug.

     

    -Ring of Skill (increases accuracy and damage)

    Increases chance to hit by 8% and damage by 3-4. This also increases chance to hit for ranged weapons by 8% and damage by ~1.

     

    -Ring of Vulnerability (no description)

    Increases physical damage received by ~1 point, may act as a negative Shield Ring.

     

    -Shield Ring (no effect listed)

    Blocks ~1.5-2 physical damage. May give about 2 Armor.

     

    -Warrior’s Ring (increases accuracy and damage)

    Increases chance to hit by 16% (also applies to ranged and damage by 3-4 (increases ranged damage by ~1. This will be marginally better than the Ring of Skill even if your chance to hit is maxed, since it should make your weapon skills start increasing damage 2-3 levels sooner.

     

    Credits: Some of the information in this post was inspired by various walkthroughs. The walkthroughs I consulted include Silver's A1, Harehunter's A2, and Rache's A3 Annotated Maps, AverMan's A1 walkthrough, Matt P's A2 FAQ/Walkthrough, and Relle's A3 FAQ/Walkthrough. In addition to these authors, I would like to thank all the forumites who contributed both directly and indirectly.

  3. Slarty is absolutely right on how unimportant small percentages are once you have decent body armor and a shield. Compared to the negligible armor bonuses they add, the combined negative hit percentages from bulky armors will have a much larger impact on your damage output.

     

    The problem with this,

    Quote:
    Against a strong mid boss its your resistance that will make you survive or not because anyway you won't kill it in 2 or 3 rounds or it's not a mid boss.

    is that you assume a character who maximizes armor at the cost of hit percentage will block enough damage to offset the lower chance to hit. This is only true if you have an abysmal chance to hit (or are fighting enemies who deal 500+ damage every turn). The loss of chance to hit from small armor is not worth hitting less often and roughly 8% more armor is not equal to missing 15% more (unless you use meatshields with no weapons).

     

    Lets look at an example using equipment with no additional bonuses, since many of those would be worth using despite the negative to-hit, and ignoring evasion.

     

    Example 1 - A character with no stats that equips iron breastplate (22% armor, -10 CTH), iron shield (18% armor, -5 CTH), ratskin helmet (5% armor), thick leather gloves (3% armor), leather pants (3%), and boots (4%) will block ~45% of damage and have -15% to-hit. Adding the armor %'s would give a total of 55%, but since armor is multiplied, not added, this setup only blocks 45% of damage.

     

    Example 2 - The same character using iron breastplate (22% armor, -10 CTH), steel shield (21% armor, -10 CTH), steel helmet (7% armor, -5 CTH), iron bracers (8% armor, -10 CTH), steel greaves (8% armor, -10 CTH), and blessed boots (8% armor, -5 CTH) will block ~55% of damage and have -50% to-hit. Adding the armor values gives 74%, but you really only block 55% of physical damage. As explained by others below, as your armor increases, each new piece blocks less damage.

     

    If a naked character who averaged 100 damage per turn with 95% chance to hit equipped the items under example 1, that character would average 80 damage. The same character equipping example two would average 45 damage, more than 50% less damage - this is certainly not worth 10% more damage blocked.

     

    I realize these are extreme examples, but the point is that, other than body armor, you should try avoid to-hit penalties on non-magical items. Sure, you can block a few more points of damage, but it's rarely worth a 30-40% drop in your hit rate.

  4. Thanks for your help Venatrix.

     

    I don't think if level really does affect stoning. I originally used a level 17 character (he had just killed the Gap Drake and gotten various items I've been testing) and he had a 94% chance of resisting at Dex 10, 98% at Dex 30, and 92% at Dex 60. Each of my tests consisted of 50 stoning attempts, so unless you did a lot more tests than I did, I don't think 1:15 and 1:10 are enough of a difference (3.3%) to say that character level adds resistance. Plus it probably caps at 90-95%, and both your results are quite close. In addition, just tested my level 40 character with base Dex, 10 Magery and 3 Resistance and he had 38% resistance, compared to the level 17 base of 42%. I would say level does not have an impact on stoning resistance.

     

    However, you did confirm that Dexterity will give significant resistance to stoning, so again, thank you. I was afraid that my copy of Avernum broke or got bugged when I upgraded to Windows 7. It makes no sense to me that Dexterity does this - unless maybe you can dodge a baslisk's glance?

  5. I have recently discovered an interesting bug in A1 and I was wondering if any of you could reproduce it or if you've noticed this in your own playthroughs.

     

    Dexterity appears to give significant resistance to stoning, but this is not given through Defense, or any of the derived resistances, and Gymnastics does not give any resistance either. I have noticed that characters start with a base resistance of 30%-40% and 10 Dex gives ~90% resistance. In addition Luck does give resistance, however, I assume this is a result of "Lucking out" and not because of the derived stats.

     

    I suppose most of you who completed the game killed all the the basilisks already. Although I suppose the bug might exist in A2 if anyone wants to check.

  6. I planned on playing through A1 on Torment for the first time back in August. Deciding to analyze the mechanics of nearly every stat and trait kind of delayed my progress by a few months. Just last week I finally decided to begin playing the game and got sidetracked into making a damage spreadsheet and a skill point planner - and I still haven't left Fort Avernum. The good news is that I should have until Spring before the PC release of A:EftP.

  7. I don't believe the first point actually gives an increased chance of double strike. Using my test, with an average of 6.5% and assuming a normal distribution, there is a 95% chance that 1 Quick Action gives between 3% and 10% double strike. In light of this I don't think we should conclude that the first point acts differently than the second. It's definitely possible that I saw a couple (5 for 4% per point) more double strikes than I "should" have and the actual average is lower than 6%.

  8. Brocktree, I doubt that any randomness you're seeing is because of a reduction in Quick Action's overall effectiveness. It’s probably just a result of your sample size. As an example, after 37 tests of QA 10, I had 19% double strikes, after 200, I had 37%. While several of my tests were accurate after 30-50 tests, sometimes you do get the extremes.

     

    In light of Brocktree's theory, I decided to do some tests of my own against huge rats on Normal and with base stats, except for Endurance and Quick Action, at character level 1. Killing blows and misses were not counted unless the second strike performed the kill or the miss.

     

    Since I wanted to test Brocktree’s hypothesis that QA, and possibly ME and LB, have diminishing returns after level 5, or a “5-cap”, I decided to add levels 3 and 7 since they would give us a better idea of how Quick Action acts. Each skill level was tested 200 times.

     

    QA 1 = 13 double strikes out of 200 attacks, or 6.5% (6.5%/skill level).

    Standard Deviation – 3.49

     

    QA 3 = 15% double strikes, or 5%/skill level.

    Std. Dev. – 5.05

     

    QA 5 = 20% double strikes, or 4%/skill level.

    Std. Dev. – 5.66

     

    QA 7 = 28% double strikes, or 4%/level.

    Std. Dev. – 6.35

     

    QA 9 = 35% double strikes, or 3.9%/level.

    Std. Dev. – 6.75

     

    QA 10 = 37% double strikes, or 3.7%/level.

    Std. Dev. – 6.83

     

    QA 15 = 39% double strikes, 2.8%/level.

    Std. Dev. – 6.9

     

    QA 20 = 46% double strikes, 2.3%/level.

    Std. Dev. – 7.05

     

    QA 26 = 54% double strikes, or 2%/level

    Std. Dev. – 7.05

     

    QA 30 = 57% double strikes, or 1.9%/level

    Std. Dev. – 7

     

    QA 36 = 65% double strikes, or 1.8%/level

    Std. Dev. – 6.75

     

    QA 40 = 70% double strikes, 1.75%/level.

    Std. Dev. – 6.48

     

    My results do not suggest that Quick Action's effectiveness seems to decrease after level 5. I also never saw a significant drop in the % occurrence like Brocktree did in his first QA 10 test, so I'm more inclined to think it’s just a reduction in the effectiveness of each new point rather than a total drop in effectiveness. Brocktree is correct in at least one respect – Quick Action does not appear to work according to the traditional explanation of the 10 cap. While levels 1-10 do give ~4-5% per level, after level 10 the percent of expected double strikes does not fit the assumptions of the 10-cap.

     

    For example, the following describes how Defense increases dodging -

    At levels 1-10, Defense adds 3% dodging every level.

    At levels 11-20, dodging increases by 3% at levels 12, 14, 16, 18, and 20.

    At levels 21-30, dodging increases by 3% at levels 23, 26, and 29.

    At levels 31-40, dodging increases by 3% at levels 32, 36, and 40.

     

    If Quick Action followed this and increased the chance of a double strike by 4% per level, then QA should give 40% chance of a double strike at level 10, 48% at levels 14-15, 60% at levels 20-22, 72% at levels 29-31, and 84% at level 40. Sadly, after level 10, the 4% per level and 10-cap explanation does not even fit within 2 Standard Deviations of my observed values.

     

    Alternatively, I considered the possibility that QA gives 3% per level with a 10-cap. Although this does not describe my results perfectly, it is more accurate than 4%. 3% per level of QA does not fit at levels 3, 7, and 9, but does fit within 2 Std. Devs. of every other observed value.

     

    Since the 10-cap may not explain the behavior of Quick Action, one possible explanation could be, as Brocktree said, that beginning at level 6 the effect of adding more QA is halved, so instead of adding 4-5%, each new level adds 2-2.5%. However, my data suggests that it is unlikely that levels 11-40 give further reductions, and instead add a flat 2-2.5% every 2, 3, or 4 levels. Even though an initial 5% from levels 1-5, and 2.5% from 6-40 fit my data better than the previous explanations, this seems unlikely to me. Reducing the effectiveness of QA at level 5, but not at any subsequent levels makes little sense.

     

    As Slarty mentioned it’s possible, though unlikely, that QA uses a lookup table. Since I did not test every level of QA I won’t venture a guess for how such a table might work and whether it fits with my findings.

    I suppose this -

    Quote:
    I think Explanation 2 is more likely. Perhaps each point does not give a flat % value to double strike, but a value randomly selected from between a range of values (eg. between 1-5%)

     

    is possible, and it might explain the discrepancy between my observed values and those we expect to see with the 10-cap. Unfortunately I’m not too sure about the actual implementation of this. Would 10 Quick Action give a 0-50% chance to double strike? One turn you would have a 10% chance and the next you might have 40%? Or would it be calculated like weapon skill damage?

  9. Here is a list of the bonuses and disadvantages given by the traits in Avernum 1. It is possible that I have missed some of the effects given, and at times I will mention possible effects that I did not test – note: they are just ideas or things listed in the trait description, they may not be actual effects.

     

    I have also updated my A1 stat thread with the defensive skills like Hardiness and Luck, so you may want to check those since they will share some of the same effects as these traits.

     

    Great Renown

    May give an immediate boost of 1 to Reputation, and adds 1 more every few (8?) levels.

    Great Renown may be bugged. A character with 12 Rep. and level 9 Renown could not recruit Andrew (supposedly requires 14), but could get Cave Lore from Carlos (requires 14) and enter into Almaria with no fee. With a natural 14 Reputation a different character could recruit Andrew.

     

    Nimble Fingers

    Gives a 15% bonus to success when unlocking doors. This is equivalent to 2 points of TU.

    Does not appear to apply when disarming traps.

    Does not increase with level.

     

    Note: Tool Use adds 7% per point when unlocking doors and 8% when disarming traps. Fine lockpicks give 15% and Magic lockpicks give 35% bonus over normal picks.

     

    Beastmaster

    Gives the ability - Summon Beast.

    The Summon Beast ability appears to use the same monster list as the Call Beast spell.

    At Level 1, both summon zombies and skeletons, nephilim, goblins, bats, rats, and serpents. At Spell Level 2 and around Level 20 for the ability, they nephil warriors, nephar, lava and rabid bats, giant spiders and lizards, sliths, and asps. At Level 40 and Spell Level 3, you get ghasts, slith warriors, ogres, gremlins, fire lizards, and nephar warriors. (Since a level 2 mage spell gives you the same creatures without the exp. penalty, you should pass this up.)

     

    Strong Will

    Increases Willpower by ~30%, this may increase with level. Resistance tested against confusion, this may vary for other mental status effects like sleep or charming (unlikely since the trait probably just gives a hidden bonus to Willpower).

     

    Good Education

    Gives an initial bonus of +4 to Rune Reading and Item Lore. At Level 9 it gives a +6 bonus, +14 at Level 40 (the level cap), so it probably adds +2 every 8 levels.

    May give an invisible bonus to Arcane Lore.

     

    Toughness

    Gives an initial 1-3? armor, appears to increase by 1-2? every 8 Levels. At Level 40 it resisted 8 average damage. If Toughness works like armor or Hardiness, then it may have a 50% chance to resist damage.

    Gives 10% Elemental Resistance and Magic Resistance, which may increase with level. Probably works like hardiness and has a chance to resist.

    May give an invisible bonus to Hardiness.

    Does not appear to increase disease resistance, but it may reduce damage taken from poison.

    Doubles hit point recovery (gives 2 HP per 8 turns on world map rather than 1).

     

    Fast on Feet

    Has a 30% chance to increase AP by 1, does not increase with level.

    Increases initiative by 3, this is equal to 3 Dexterity.

     

    Natural Mage

    Can cast spells while encumbered.

    Gives an initial +4 to Spell Bonus, adds to both Mage and Priest Spells, increases by 1 every seven levels, beginning at level 7. So It gives +4 at 1, +5 at 7, +6 at 14 and so on. Adds +9 to Spell Bonus at level 40.

    May increase Magery.

     

    Elite Warrior

    Adds an initial +2 to damage and 10% chance to hit, adds +1 damage and 5% to-hit every 8 levels, beginning at level 8. Adds+7 damage and 35% chance to hit at level 40.

    If chance to hit is 95%, the skill adds an initial +4 to damage and adds +2 every 8 levels, giving +14 damage at level 40.

    Probably increases Blademaster.

    Gives the ability - Go Bezerk.

     

    Divinely Touched

    Does not affect damage or to-hit, does not give armor, does not increase Spell Bonus, and does not increase AP.

    Gives 20-30% confusion resistance, gives 20-30% magic and elemental resistance.

    May affect other status effects (stoning, curse, paralyze) or non-combat stats.

    Gives Call Spirit, Lay on Hands, and Natural Curing abilities.

     

    Cursed at Birth

    Decreases chance to hit by 10%, does not appear to decrease damage (but the -10% to-hit will result in 2 less damage given by weapon skills and blademaster since their damage depends on to-hit).

    Does not increase damage taken.

    Reduces confusion resistance by ~30%.

    May penalize other status effects.

     

    Sickness Prone

    Reduces disease resistance by 10-20%, this likely applies to poison as well.

    May increase damage taken from poison.

    Reduces hit point recovery by 4 times (1 HP per 32 turns on world map).

     

    Sluggish

    Always decreases AP by 1.

    Reduces initiative by 4 (equal to 4 Dexterity.

     

    Brittle Bones

    Increases physical damage taken by 50%.

    Does not increase elemental or magic damage received.

     

    Completely Inept

    Does not affect to-hit, damage, or dodging.

    Does not appear to reduce disease or confusion resistance, may affect other resistances not tested.

    Does not appear to reduce AP. Possible effects on initiative not tested.

    Increases all forms of damage taken by 50%. This stacks with Brittle Bones and the two increase physical damage by 100%.

     

     

    Notes:

    Traits that give abilities will still give them if added by the editor after character creation.

    All traits were tested by adding them from the editor, so I don’t know if any traits will only give bonuses if selected during creation.

    Nimble boots do not add dodging, they are either bugged, or they only add 1 Dexterity and no Defense.

    Monsters can exceed the damage cap with normal attacks, however the numbers displayed on screen become bugged and the game will show symbols like @2 (162) and =9 (139). Have fun seeing those if you choose Brittle Bones and Completely Inept as traits (kudos to anyone who completes the game with these, 2x normal damage is not my idea of fun).

     

     

    Some of these effects are pretty surprising, considering what the game claims the traits do. What's more surprising is what the traits don't do. For example, Cursed at Birth isn't really that bad, nor is Sickness Prone. Conversely, some of the positive traits are definitely not worth taking. I'm not sure how many of the traits are bugged, or broken since several of them don't do things they should according to the in-game descriptions.

     

    Credits: Some of the information in this post was inspired by various walkthroughs. The walkthroughs I consulted include Silver's A1, Harehunter's A2, and Rache's A3 Annotated Maps, AverMan's A1 walkthrough, Matt P's A2 FAQ/Walkthrough, and Relle's A3 FAQ/Walkthrough. In addition to these authors, I would like to thank all the forumites who contributed both directly and indirectly.

  10. I would just give them Priest spells, even though First Aid was improved between A2 and A3, you can only use it once per day and it although can heal quite a few hit points spells are generally much better.

     

    Also were you playing on Easy? On my A1 character with no skills trained, goblins have a pretty low chance to hit. Higher difficulty levels give monsters more hp, damage, hit chance, and possibly dodging. So if you have too much trouble, changing difficulty might help.

     

    Like you I much preferred A3's mechanics over the previous games. In A3 the damage formulas are much nicer for the player, so that's one reason why you are finding it easier.

     

    What is your fourth character, a melee warrior, or mage? Like Alorael said, if you are playing without Priest spells, that's another reason you were having trouble, a no-priest party is more like a challenge game. Sadly the game sort of punishes you for playing without priests, potions and First Aid just can't compete with healing spells (or bless, or damage spells).

     

    Death Knight is right about First Aid being able to heal a lot. So if you really don't want to use spells, you still have a semi-viable healing skill. However, you can cast Healing and Mass Healing as many times as you want as long as you have mana.

  11. A2 actually gains two spells so none were replaced between that and A1. Priests get Cloud of Blades and Move Mountains and mages of course get Capture Soul and Simulacrum. A3 is where the spells get switched - Bind Foe for Spray Acid, Beast Ceremony for Forcecage, Protection for Terror (which was an awesome change since it got combined with War Blessing - and partly because I am having the hardest time figuring out the Protection equations), Sanctuary for Radiant Shield, and Divine Warrior for Divine Restoration.

     

    Does Spray Acid work on a rakshasa? Not that I've ever got much use out of it, but if you've got nothing else to do with your mage, why not?

  12. Instead of moving onto Avernum 2, I have begun testing the defensive stats and traits of Avernum and come up with more questions.

     

    1. Does anyone actually know what Completely Inept does in any of the Avernum games, besides decrease fire resistance? I've been referring to the Nethergate trait effects, but I don't think they all work exactly the same way in Avernum. Despite what the guides say, it does not give a little of each negative trait.

     

    2. On that same note, the only effect for Cursed at Birth that I noticed was a lower chance to hit. Do any of you have an idea of what else it might do?

     

    3. What about Divinely Touched, does it actually do anything A2 or A3? I know it has different effects in the first games than in A4-6. Like Inept, it does not add a little of every trait.

     

    4. Should I test Luck on anything besides resistances and preventing death?

  13. 1. Anatomy does apply to fists at an average of 1 damage per level.

     

    2. I have no idea how anatomy or any other stat works in Blades of Avernum, it's been a long time since I played that game.

     

    Your idea of a monk character will be very difficult. Since Strength only adds .5 damage you need a lot of it to make fists equal to a weapon. In my tests fists did about 1-8 damage. In addition, upon further testing of Blademaster, fists only get 1 damage per level and 5% to-hit from it (meaning you can ignore Dexterity's to-hit bonus). So although you can ignore weapon skills, Strength and Blademaster will become very expensive before you can equal weapon damage.

     

    However, as long as you don't do an anti-magic monk squad or singleton, you could probably finish the game without using weapons.

     

     

     

    Update: I have added defensive skills to my original post. Changes include adding armor and resistance effects to Hardiness, adding Barter, First Aid, Luck, Gymnastics, Pathfinder, Resistance, including Magery's other effects, and a section on Armor.

  14. I attempted to test Hardiness's armor effects although my data on it has disappeared. All I remember is that it will reduce some amount of damage and that it doesn't always take effect. I believe it has a 30%-60% chance of reducing damage but don't quote me on that.

     

    I did not have extensive data on dodging, but after doing some quick tests, I will edit it in above. I did notice that the monster's chance to hit decreased by 4% every four levels of Dexterity. Since Defense is Dex/4, and increases dodging by 4% I concluded that Dexterity does not increase dodging.

  15. With the upcoming release of Avernum: Escape from the Pit, I decided to replay Avernum 1. However, I grew curious about the different effects of stats in Avernum 1, since they aren’t clearly explained. After searching for threads on how stats affect damage, I discovered that few people here really understand, or remember, how damage mechanics work in the first two games. I found that most of the assumptions are based on Avernum 3 or BoA. Therefore, I began the rather time-consuming undertaking of analyzing damage in the first game and discovered some rather surprising things.

     

    I initially planned to do Avernum 2 as well, but I may not get around to doing it since this ended up being far more time consuming than I intended.

     

    For those of you who don’t care about my data, I will begin with a short summary of my findings.

     

    Weapons share a common damage multiplier, so a stick should receive the same stat bonus from Melee Weapons as Demonslayer.

     

    Weapons that have a + or – damage modifier, like Demonslayer, which has a +3, or a stone dagger, which has a -1, appear to increase or decrease both damage and chance to hit in increments of 5% - this in turn affects skill damage. I am unsure if this applies to arrows and bolts, or if they only alter hit chance.

     

    Avernum 1 has a max damage cap of 99 - melee weapon damage will not go any higher, although fist damage, ranged weapons and spells can. Furthermore the game has a base damage cap of 89, even with max stats any melee weapon will do a range of 89-99 damage, regardless of the weapon's original range.

     

    Character Level

    Increases Hit Points

    Increases skill points by 8 per level. A custom level 40 character gets 377 skill points.

    Increases chance to Unlock Doors (spell) by 2% per level.

     

    Strength

    Adds .5 damage per level on its own; this does not include the increased weapon skills from leveling Strength.

    Strength has no effect on ranged damage or chance to hit.

    Strength adds hit chance and damage for fists, at the same damage per level as weapons, fist damage can exceed the damage cap.

    Adds 30 lbs. to carrying capacity per level, begins at 110 and caps at 350 lbs. or 10 Strength.

     

    Dexterity

    Only adds damage and chance to hit through increasing weapon skills.

    Only adds dodging through increasing the Defense skill.

    Interestingly, Dexterity adds 5% chance to hit for fists per level, and this can exceed 95% (537% to-hit is just absurd). On that note, fists are not affected by Melee or Pole skills.

    Dexterity adds 1 initiative. Gymnastics, Fast on Feet and Sluggish will be considered relative to Dexterity.

    Dexterity adds ~5% stoning resistance per level, base resistance is ~30%-40%.

    Adds ~.4-.5% parry when defending. This is then multiplied by the amount of action points remaining (this value includes the effect of Defense, on its own Dex. gives ~1/3 per point).

     

    Intelligence

    Increases spell damage by .5 per level . This is also dependent on the spell’s damage modifier. I will cover Intelligence and the other magic skills in depth in another post on spells.

    Determines item lore and rune reading.

     

    Endurance

    Increases Hit Points

    Increases Poison Resistance by 1 per level.

     

    Melee/Pole Weapons

    Increases to-hit by 5% per level, as advertised.

    Increases damage by 1 per level when base to-hit is at 95%. (To-hit maxes and begins increasing damage at about skill level 13 against most early monsters. This is affected by enemy dodging. Enemies with a higher dodge chance will require a higher skill level to begin increasing damage. This is the reason you get such low damage against hard monsters, it's not just armor reduction.)

    Does not add damage for fists.

    Weapon bonuses increase base to-hit, and reduce the skill level required to do more damage.

    May add ~.2 damage per level before level 12.

     

    Bows/Thrown

    Works like the melee weapon skills - increases to-hit by 5% per level.

    Increases damage by 1 per level when base to-hit is at 95% (Ranged weapons get 10% higher base to-hit than melee).

    Ranged weapon quality also affects chance to hit, and thus when weapon skills begin to increase damage.

     

    Hardiness

    Reduces armor penalty by 4% per level.

    Armor penalty will reduce your base chance to hit; this will affect the level of weapon skill necessary to begin increasing damage. Every 5% of armor penalty will reduce chance to hit by 5% and will require an additional level of weapon skill to cap your chance to hit. Armor penalty will also decrease 1 action point every 16% armor penalty, so at 32% armor penalty you have -2 AP.

    Each level of Hardiness will block an average of .5 damage. This likely means a point of Hardiness has a ~50% chance to block 1 point of damage.

    Hardiness does reduce elemental damage at an average of ~.3 damage per point. This probably works by increasing Resist Elements, meaning every two levels of Hardiness may have a 5% chance of blocking 1 point of fire and ice damage. The same may apply to the chance of resisting poison and disease.

     

    Defense

    Adds 4% chance to dodge, as advertised.

    Does not reduce armor penalty.

    Gives .5% parry bonus per level, this is then multiplied by the amount of action points remaining when you defend. This should only apply in combat.

     

    Assassination

    Doubles the damage range, so an iron spear, which does 2-20, will do either 2 or 4-40 with assassination. I am unsure if it applies to the base damage, though it probably does; see my data for an explanation.

    Each level adds 5% chance to assassinate. Character level increases the chance of assassination. The equation for assassination may be [(Level + Char. Level) - Monster Level]*5%.

    Assassination will cap at 100% and additional points will do nothing, damage from assassination cannot exceed the damage cap, and it does not apply to ranged damage or fists.

     

    Mage/Priest Spells

    Adds 1 damage per level; like Intelligence, this is dependent on the spell’s modifier.

    Affects item lore (Mage) and rune reading (Priest).

     

    Arcane Lore

    Used to identify items and read spellbooks.

    Helps determine item lore and rune reading. Both of these use the entire group's value.

    The highest rune reading needed is 30 for Spell Level 3 of Smite and Return Life.

    Steel Plate Mail requires 277 item lore to be identified, I did not check any magic items or Blessed Plate Mail so I don't know if 277 is the highest needed.

     

    Potion Making

    Adds 8% success chance to potions per level.

    Each potion begins at 50% chance at its minimum level.

    Potions can reach 100% success and all potions will have this at level 19. Although by level 12, every potion below the haste elixir has 100% success.

    Descriptions of the potion effects will be in a post below.

     

    Tool Use

    Adds 7% chance to unlock doors, and 8% chance to disarming traps.

     

    Cave Lore

    Needed to avoid wandering monsters and identify/find some herbs. Uses the entire group's value.

    The highest requirement is 17 for a one-time mandrake and graymold find. Some wandering monsters may require more to avoid. The highest herb patch needs 12 Cave Lore.

     

    First Aid

    Each point of First Aid adds 5% chance of successfully healing hit points. Failures either heal no hit points, or cause damage.

    The chance of success likely caps at 95%, 50 First Aid still resulted in failures.

    The amount of damage healed averaged -.25-.75 hit points per level. At low levels you will cause more damage than you heal.

     

    Luck

    Each level adds one level of Poison Resistance, Magic Resistance, Willpower, and Resist Elements. Each of these probably give a 5% chance per level of resisting one point of damage, or entirely resisting the effect, like poison or sleep.

    Each level also gives a 50% chance to block 1 point of damage like Hardiness.

    Each point of Luck gives a 5% chance to “Luck Out” or not die when your health is at zero. This appears to cap at 95%, or 19 Luck. You can still die even with 100 Luck.

     

    Barter

    Adds 1.1-2.1% of an item's value to its sellback per level (base sellback is 1.33% per point). Barter caps at level 20 for all but one shop, so don't sell anything to Cliff in Spire.

    Barter caps the sellback at 59.99% of an item's value (rounded to whole numbers).

    Items below 5 value do not ever sell for more than 1 coin.

    Does not affect purchase price of items.

    At zero barter, the sellback begins at one of the following – 28%, 33% (base sellback), 39%, 44%, 49%, or 55% of an item's value - depending on the shop. Different shops will have different sellback values, but this is determined by a hidden modifier and not the displayed one, expensive, exorbitant, etc. I have listed most if not all the shop sellbacks and buy prices below.

    Unnecessary math below:

     

    The range in barter effectiveness reflects a variation of the base shop sellback. If the base shop is 33%, then the others have a relative change of 16%. So the lowest sellback is 84% of the base, the next highest is 116%, 132% and so on up to 164%. Barter then caps at 180% of the base shop sellback modifier. The increase per point of barter is dependent on the relative sellback (1.33%*84% =1.11%, and 1.33%*164%=2.1% per point.

     

     

    Blademaster

    Adds 5% to-hit per level.

    Like weapon skills, damage is dependent on chance to hit, Blademaster adds 1 damage per level when chance to hit is less than 95%.

    Adds 2 damage per level chance to-hit is 95%.

    Blademaster does not apply to ranged weapons but does apply to fists at 1 damage and 5% chance to hit per level. Fists do not receive the 2 damage per level, probably because they do not cap at 95% to-hit.

     

    Anatomy

    Adds 1 damage per level against humanoids. I did not test what constitutes a humanoid.

    This boost fully applies to both melee and ranged weapons (though now that I think about it, I only tested it using javelins, bows may receive half damage. Feel free to test it yourself; I’m not going through the Grim Cavern for a third time).

     

    Gymnastics

    Adds 5% dodging per level.

    Adds 1.2 initiative relative to Dexterity. So 5 Gymnastics is equivalent to 6 Dexterity.

    May add stoning resistance, if it does, it caps at level ~5 (though my results were unclear).

     

    Pathfinder

    Does not add to Poison Resistance on character sheet, no idea if it increases resistance or does something else.

     

    Magery

    May add 1 damage per level, also likely dependent on spell modifier. Magery was difficult to test since it can’t be raised through the editor.

    Adds 1 to Rune Reading per level.

    Increases Magic Resistance and Willpower by 1 per level.

     

    Resistance

    Adds 2 points to Magic Resistance and Resist Elements per level.

    Adds 1 point to Poison Resistance per level.

     

    Dread Curse

    Decreases resistance to elemental damage, magic, and physical damage (possibly by about 6-15% per level). May decrease status effect resistance and/or Willpower and Poison Resistance. Appears to negate or reduce the effects of Luck. Dread Curse may simply be a negative Luck stat.

    Does not appear to affect damage, to-hit, dodge chance, magic skills, weapon skills, assassination, tool use, or barter.

    May affect other stats not mentioned (not tested).

     

    Armor

    Armor does not appear to always block damage. Each piece may have a 50% chance, or it may work like it does in BoA, with each type having a different chance to block damage.

    Armor does not appear to block elemental damage.

     

     

    Now I will present my data for those of you who have more patience, seriously, there’s a lot of it! I realize I have a large amount of text, so I have tried to bold the information I feel is important

     

    All melee skills were tested against the bats in Bat Cave. This was done because I felt the bats had lower armor than the goblins near Fort Avernum and it meant I didn’t need to reload very often. This is also why I did not do any tests against townspeople, it was far too tedious to go through all the dialog boxes needed to kill them. Ranged weapons and spells were tested against the rats in the Southeast corner of Fort Avernum.

     

    In most cases, I will refer only to average damage, or the range of observed damage. This is because I am not certain how stats that add less than 1 per level work. For example, I have concluded that Strength adds an average of .5 damage per level, but I don’t know if it adds a flat .5 every level or 1 every 2 levels. However, I am 99% certain that stats do not add "dice" as they do in later games.

     

    In Avernum 1-3 spell damage is calculated with a random base damage, and stats add a flat bonus damage. I suspect that weapons work the same way, and stats only add a flat amount of damage.

     

    As many of you know, in Avernum 3 and later games, weapons add a 1dx die with every stat increase, and the size of the die is usually equal to random/base damage. However, as my data below shows, weapons do not have a multiplier dependent on their base range. While I realize it is unlikely to see the full range of damage, a flat stat bonus makes more sense.

     

    Unfortunately, in several instances I could not explain the differences in my observed ranges through armor because the observed maximum exceeded the expected maximum. For example with the iron dagger, I had a damage range of 2-14 on 4, 5, and 10 Melee skill, but if Strength and Melee work by adding a flat amount (a total of 1 damage at those levels), then I should have seen a maximum of 13 damage. This means that either weapon skills add less than .5 damage per level before level 12, or skills do add damage through dice. I cannot tell which of these is the case (possibly both).

     

    Damage Skills

     

    Damage multiplier:

     

    These tests came as quite a shock to me, especially after Avernum 3 introduced different multipliers to different weapons. I initially wanted to find out each weapon’s multiplier, so I tested both strength and melee at different levels, then subtracted the weapon’s expected average to find the damage added by stats and compared different weapons. For example, an iron dagger does 2-12, so I subtracted (2+12)/2, or 7, from the average damage to find how much damage 50 Strength added.

     

    I have only included the level 50 stat effects to keep these charts short, even though I tested each weapon at several different stat levels.

     

    Strength Level 50 Tests

     

    Weapon Str. 50 Observed Str. 50 Stat Effect per Level

    Avg. Damage Range Damage Strength*

    Blessed

    Halberd 50.9 37-67 30.9 .618

    Iron Dagger 35.4 29-41 28.4 .568

    Iron Short

    Sword 38 31-43 29 .58

    Iron Spear 39.5 31-47 28.5 .57

    Stone Pike 40.1 29-53 27.1 .542

     

    *Since Strength also adds to the weapon skills this can be considered the average damage added by Strength. However, in my analysis of Strength and my summary above I do subtract the damage added by weapon skills to find how much damage Strength does on its own.

     

    Weapon Skill Level 50 Tests

     

    Weapon Weapon Skill 50 Observed Skill 50 Stat Effect per Level

    Avg. Damage Range Damage of Weapon Skill**

    Blessed

    Halberd 61 47-73 41 .82

    Iron Dagger 43.6 38-48 36.6 .732

    Iron Short

    Sword 45.9 40-52 36.9 .738

    Iron Spear 48 38-56 37 .74

    Stone Pike 49.3 39-60 36.3 .726

     

    **Because of the odd effects of the weapon skills, this could be considered the average damage that weapon skills add per level, but only if you’re fond of raising your melee weapon skills to level 50. At more realistic levels (read below 25) weapon skills will add an average of 0-.3 damage per level.

     

    Because the stat damage for every weapon is relatively close, this means that these weapons have the same damage multipliers. This has not been tested for every single weapon, but I assume that each weapon will have the same stat damage, regardless of its base range. If weapons did have multipliers based on their range, like in A3-6, a halberd should add 1-16 per level, while a dagger would add 1-6. If this were true, then each of these weapons would have very different stat damages.

     

    Blessed weapons, such as the blessed halberd, or weapons that add or subtract (stone and bronze weapons) chance to hit will vary in damage by a few points, however they still have the same multiplier (but more on that later).

     

    As we can see, the iron dagger averages only 18 less damage than the blessed halberd when melee skill is at 50. At lower and more realistic stat levels, the base damage of a weapon becomes more significant. However, the low damage cap of 100 means that with blessing and other damage stats, daggers (or sticks for that matter) are still practical weapons.

     

     

    Melee Weapon skills:

     

    The melee weapon skills included in this section correspond to the strength levels listed below (except level 15, but my reason for doing that will be clear soon enough). I have done this so you can see exactly how I found the damage added by strength. Each skill level includes the average damage, the observed range and the chance to hit. The final column shows the linear equation for a line of best fit.

     

    Note: the line of best fit includes levels that I tested, but did not list below; for each weapon I tested skill levels 1-5, 10, 15-17, 25, 34, 50, and either 101 or 75, depending on whether the weapon hit the damage cap.

     

    Weapon Base Stats 4 Skill 5 Skill 10 Skill 15 Skill 17 Skill 34 Skill 50 Skill Line of Best Fit

    Blessed

    Halberd 20.8 21.9 21.6 21.1 24.4 26.8 45 61.1 .9x+15.8

    6-36 7-35 7-35 8-34 11-40 14-42 29-59 47-73

    47% 62% 67% 92% 95% 95% 95% 95%

     

    Iron Dagger 7.6 8.2 8.3 8 9.4 10.6 29 43.6 .9x+1.1

    3-13 2-14 2-14 2-14 5-15 6-17 24-34 38-48

    32% 47% 52% 77% 95% 95% 95% 95%

     

    Stone Pike 13.5 14.2 13.5 13.7 14.4 15 32.6 49.3 .8x+7.5

    1-23 2-22 2-27 1-25 1-24 3-26 20-43 39-60

    27% 42% 47% 72% 95% 95% 95% 95%

     

    *Strength remained at 2 for each test.

     

    This chart shows that when weapon skill was below 15, the observed damage did not increase at all. While this may simply be a problem with my samples, each of the melee weapons I tested also failed to show an increase in damage when weapon skill was below 15. This could also indicate that damage will only increase when the weapon skill reaches a certain level. However, I believe that weapon skill damage is tied to chance to hit.

     

    Melee weapon skills will only begin increasing damage when the chance to-hit is over 95%. For bats, that begins at level 12. This would account for the three points of increase shown by the blessed halberd at level 15, compared to the one point for the iron dagger and the stone pike, since the halberd has 15-20% more chance to hit.

     

    After level 12, weapon skill began increasing damage by 1 point/level. If we subtract the base stats to find the damage added by weapon skills, and ignore the skill levels below 15, we get a slope of .976x-10 for the blessed halberd, 1x-14 for the dagger, and 1x-14.7 for the stone pike.

     

    This chart also shows that weapons with a +x receive a to-hit penalty or bonus in 5% increments. So a blessed weapon with +3 will begin at 15% more to-hit than iron weapons, and stone, or bronze weapons, with a -1 or-2 will have 5-10% less to-hit than iron weapons. This means you should get a noticeable increase in damage once you switch to blessed weapons. Furthermore, the diamond dagger, with +8, gets a whopping 40% bonus, and if my assumption is correct, the diamond dagger will begin increasing in damage before skill level 15 (around 6).

     

    Upon testing the diamond dagger at base stats, it averaged 15.3 damage, had a range of 10-22, and 72% to-hit. At 10 melee skill it averaged 20 damage, with a range from 15-25 and had 95% to-hit. This supports my claim that weapon skills only increase damage when chance to hit is over 95%, rather than at a static level.

     

    Summary: Weapon skill gives an average of ~.8 damage per level (average from 1-101), no damage when chance to hit is under 95% and 1 damage per level when it is over 95%.

     

    Note: Not tested on opponents with high dodging. I don’t know if damage will decrease against monsters with higher dodging, though I doubt it will. The damage increase is likely tied to the base to-hit percent of 35%. Assuming this is true, to-hit caps at 95% at 12 weapon skill, making level 12 the magic number for increasing damage. Weapons with a + or – will increase or decrease to-hit, and will also increase or decrease the skill level needed to increase damage.

     

    After testing against Slith Warriors, which have higher dodging than bats, (The base to-hit with an iron dagger was 24%, compared to 32%.) I have discovered that dodging does indeed affect weapon damage increases. The base damage against the Sliths was 3, versus 7.6 against bats, meaning slith warriors blocked an average of 4.6 damage, which I attribute to armor. To-hit capped at skill level 16, and damage began increasing after that. At level 25, the slith avg. damage was 8-9 points lower than against bats, reflecting both armor and the lower skill bonus of about 4 points.

     

     

     

     

    Strength:

     

     

    Because all of the weapons I tested appear to have the same multiplier, I will only list the iron dagger for the next four skills.

     

    Since Strength also increases weapon skill at a rate of STR+DEX/3, we need to subtract the damage added by the weapon skill level, which I listed above, and the weapon’s average damage to find the effect of increasing strength. So (Strength Average – Weapon Average) – (Weapon Skill Damage – Base Stats) = Strength Damage. We have to subtract from both the weapon’s average (7 in this case) and the base stats keep the damage added by the base strength of 2. For easy reference, 10 strength corresponds to 4 melee, 15 to 5, 30 to 10, 50 to 17, and 102 to 34.

     

    Base Stats 10 Str. 15 Str. 30 Str. 50 Str. 102 Str. Line of Best Fit

    Iron Dagger 7.6 11.9 14.4 22.7 35.4 76.8 .7x+4.7

    3-13 7-17 8-19 18-28 29-41 72-81

    Amount Added

    by Strength .6 4.3 6.8 15.4 25.4 48.4 .48x

     

    *Weapon skill remained at 1 for each test.

     

    The other four weapons that I tested for the damage multiplier each showed a similar slope. The iron dagger had the lowest at, .484, and the stone pike had the highest at, .518. It is likely that strength adds .5 damage per level on average, ~.7 if you include its secondary effect of increasing weapon skills (only applies at high weapon skill levels, this will be slightly more than .5 at realistic levels).

     

     

    Blademaster:

     

    Blademaster appears to act the same way that weapon skills do regarding chance to hit and damage.

     

    Base Stats 5 Blade 10 Blade 15 Blade 20 Blade 40 Blade Line of Best Fit

    Iron Dagger 7.6 12.9 18.4 25.5 35.3 75.6 1.7x-3.8

    3-13 8-19 12-23 21-31 29-40 70-81

    32% 57% 82% 95% 95% 95%

    Damage Added by

    Blademaster N/A 5.3 10.8 17.9 27.7 68 1.7x

    2x-13.1*

     

    *Second number is the slope if we only consider levels higher than 15, when to-hit has capped

     

    Unlike the weapon skills, Blademaster increases damage by 1 damage/level if chance to hit is less than 95% and 2/level when chance to hit is at 95%.

     

     

    Assassination:

     

    Does not apply to ranged damage, and only takes effect when you are at a higher level than the monster (help file says otherwise, I may be wrong).

     

    Base Stats 1 As 5As 10As 14As 15As 20As 50As and 25 Melee* 25 Melee*

    Iron Dagger 7.6 11.28 13.6 14.1 16.3 17.5 17.8 34.6 18.9

    3-13 3-26 4-26 3-25 7-27 6-26 8-28 25-46 14-24

    Observed Rate N/A 36% 59% 65% 96% 100% 100% 100% N/A

     

    *Tested to see if assassination doubles the whole range or the just maximum damage

     

    As we can see by the observed ranges for 25 Melee skill, my data is slightly unclear about whether Assassination doubles the entire range of damage, or if it only doubles the maximum damage. If the minimum damage remains untouched, then I should have seen something lower than 25 on my last test, but I can’t rule out a the possibility of a poor sample.

     

    I suspect however, that assassination does actually double both minimum and maximum damage and that bats have natural armor, at least enough to absorb 3 damage. I frequently noticed lower minimums than expected. My test of 2 assassination resulted in a minimum damage of 2 for the iron dagger. Similarly, in my test of the base damage of the iron short sword, 2d8, I saw a range of 2-17. I believe the 17 was a result of the base Strength, but unless Strength adds a 0dx die, I should not have seen a 2 on unarmored opponents.

     

     

    Anatomy:

     

    Anatomy tests were done against the goblins outside Fort Avernum.

     

    Base* 10 An 15 An 20 An 30 An Line of Best Fit

    Iron Dagger 6.9 17.8 22.2 28 37.2 1x+7.4

    1-12 10-23 14-28 21-34 30-43

     

    Iron Javelin 13.3 24.8 28.3 33 44.8 1x+12.8

    5-23 16-33 18-38 23-42 31-54

     

    *The base damage is different than in other tests because it was tested against different enemies.

     

    Anatomy was very easy to test and yielded straightforward results. As I stated earlier, I did not test it against every creature to see which are humanoids. As you can see from the last column, Anatomy adds 1 point of average damage each level to both melee and ranged weapons.

     

     

    Hardiness:

     

    Hardiness reduces armor penalty by 4% per level. Armor penalty does appear to affect the level at which melee skills begin increasing damage, this means bulky armor will reduce the base to-hit. Armor penalties likely affect Blademaster as well.

     

    Base Melee 5 Melee 10 Melee 15 Melee 25 Melee 34 Melee 50

    Iron Short

    Sword 10.6 10.3 10 11.4 20.5 29.9 45.9

    2-17 3-18 2-16 4-16 14-28 24-38 40-52

    32% 52% 77% 95% 95% 95% 95%

    20% Armor

    Penalty 9.8 9.7 9.5 9.5 17.4 25.4 42.4

    4-18 3-17 4-16 4-15 10-25 19-34 34-49

    12% 32% 57% 85% 95% 95% 95%

     

    5 Hardiness 10.3 9.9 10 11.2 20.9 30 46.1

    2-17 4-17 3-17 4-19 14-28 24-38 39-53

    32% 52% 77% 95% 95% 95% 95%

     

    32% Armor

    Penalty 10.2 10.7 10.3 10.3 15.2 24.5 39.8

    3-18 4-17 3-18 2-18 8-23 16-31 33-46

    0%* 20% 45% 70% 95% 95% 95%

     

    *Although the display showed a 0% chance to hit, it was probably a bug, like how fists can exceed 95%. The actual minimum rate may be 5%, considering the 95% cap.

     

    As this chart shows, five Hardiness will completely counteract the effects of a 20% armor penalty, or reduce armor penalty by 4% each level. I did not feel it was necessary to test eight Hardiness for the 32% penalty, but if someone wants more evidence for the effects of Hardiness, just ask me to and I’ll try to add it in, or feel free to post your own data.

     

    This chart also shows that bulky armor will reduce your base chance to hit (see the lower damage of the rows with armor penalty), meaning you then need a higher weapon skill before it will begin adding damage. With an iron short sword, melee skill should begin increasing damage at level 13 with no armor penalty, but with 20% penalty, it will not begin increasing damage until level 17. With 32% penalty, you need an additional 3 levels of weapon skill before it will add damage, at level 20. A T-test showed that below Melee 15, the 20% penalty test, and the 5 Hardiness test were not significantly different at the 5% level. However, Beginning at Melee 15, each of the subsequent samples for those two rows were significantly different, showing that armor penalty will increase the level necessary for melee skills increase damage.

     

     

    Ranged Weapon skills:

     

    The ranged weapon tests were done on the rats in the southeast corner of Fort Avernum.

     

    Weapon Base Skill 2 Skill 5 Skill 10 Skill 15 Skill 25 Skill 34 Line of Best Fit

    Blessed

    Bow* 14.9 15.7 13.9 19.4 25 32.9 43.3 .92x+11.4

    6-25 6-24 6-22 13-27 15-33 25-42 37-51

    70% 75% 90% 95% 95% 95% 95%

     

    Iron

    Javelin 14.3 13.5 13.2 12.5 16.2 26.5 35.8 .9x+7

    3-24 4-20 2-24 1-23 6-28 17-36 25-46

    40% 45% 60% 85% 95% 95% 95%

     

    *The bow test was done with iron arrows, which I assume do not add to-hit, other arrows should modify the to-hit and subsequently damage.

    Interesting note: with 101 Throwing skill, I was able to exceed the damage cap with javelins, hitting a max of 113.

     

    Like melee weapons, ranged weapons do not appear to have different multipliers, although a bow may get two chances to modify the skill level needed to increase damage, first with the bow quality, then the arrow quality [untested].

     

    Ranged weapon skills are also tied to your chance to hit; the blessed bow began increasing damage after level 6, while the javelin began increasing after level 12. From the last column, we can see that the Ranged weapon skills increase damage by .9/level. If we assume they begin increasing damage after the to-hit caps, we get a slope of 1x-5.7 and 1x-11.3 for the bow and the javelins, respectively. This suggests that the ranged weapon skills increase damage by 1/level after to-hit caps at 95%.

     

     

    Dexterity:

     

    To find the damage added by Dexterity, I subtracted the damage added by weapon skills from the average damage listed below.

     

    Weapon Base Dex 5 Dex 10 Dex 20 Dex 30 Dex 50 Dex 68

    Blessed 14.9 14 14.4 19.2 24 34 43.5

    Bow 6-25 6-25 6-23 10-29 15-33 26-41 35-51

    70% 75% 90% 95% 95% 95% 95%

    Amount Dex.

    Adds 0 -1.7 .5 -.2 -1 1.1 .2

    Iron

    Javelin 14.3 13.4 14.2 12.7 18 25.3 34.2

    3-24 3-23 2-23 3-25 7-26 17-35 24-45

    40% 45% 60% 85% 95% 95% 95%

    Amount Dex.

    Adds 0 -.1 1 .2 1.8 -1.2 -1.6

     

     

    These numbers, along with the numbers for the ranged weapon skills, show that Dexterity does not increase chance to hit, or damage on its own. It only does so through increasing the ranged weapon skills. You can see this because the ranged skills increase at Dex/2, so 5 Dex is equal to 2 ranged, and 10 Dex is equal to 5 ranged. You can see that the weapons match in to-hit in both charts. If Dexterity added to-hit, we would expect these numbers to be higher.

     

     

    Defensive Skills

     

    Defense:

     

    The chart below shows the monster's (Cave Rats) chance to hit at various levels of Dexterity and Defense. Remember that Dexterity adds to the Defense skill at a rate of Dex/4, so each row of Dexterity corresponds to the level of Defense you would get from Dexterity. The third and fourth columns show the chance to hit from increasing Defense alone.

     

    Dexterity To-hit Chance Defense To-hit Chance

    2 41% 0 41%

    5 37% 1 37%

    10 33% 2 33%

    15 29% 3 29%

    20* 21% 4/5* 25%/21%

    25 17% 6 17%

    30 13% 7 13%

    35 9% 8 9%

    40* 1% 9/10* 5%/1%

    45 0% 11 0%

     

    * At these skill levels, Dexterity increased Defense by two levels over the previous test. This explains why from 15-20 and from 35-40 Dexterity increased the dodge chance by 8%.

     

    If Dexterity added dodging on its own, we would expect it to have a lower chance to hit than Defense. Since the chance to hit in the Dexterity column equals the chance to hit for the corresponding level of Defense, this shows that Dexterity will only increase dodging every four levels when Defense increases.

     

     

     

    Hardiness Pt. 2:

     

    Hardiness' armor effects were tested against cave rats and guards on the Real Hard difficulty to make sure I took enough damage, and walking in lava to test its elemental resistance. I am not sure if lava does a different type of damage than fire spells (magic?) or fire breath. I suspect that they all do fire type damage.

     

    Hardiness Avg. Damage Range Amount Lava* Range Amount

    Taken Blocked Blocked

    0 16.04 11-21 0 26.6 16-34 0

    0(Guards) 64.75 57-74 0 N/A N/A N/A

    5 13.42 7-20 2.62 N/A N/A N/A

    10 11.06 4-18 4.98 24.7 12-38 1.9

    20 6.42 0-20 9.62 21.36 9-38 5.24

    40 N/A N/A N/A 13.2 6-18 13.4

    50 2.36 0-18 13.68 N/A N/A N/A

    50(Guards) 38.52 13-61 26.23 N/A N/A N/A

    Hardiness was tested at levels 0, 5, 10, 20, and 50 for normal damage and 0, 10, 20, and 40 for lava damage.

     

    As you can see from the third column, in each test Hardiness blocked close to .5 damage per point, except at level 50. I believe this is because, as the ranges show, Hardiness does not always block damage, but that each point has a chance, probably 50%, to block damage. The 50% chance of occurrence is my own guess, if anyone has another idea, feel free to theorize. In addition, because cave rats did so little damage, by level 50, the points may have been wasted. Retesting 50 Hardiness against guards resulted in an average damage of 38.52, with a range of 13-61. With no Hardiness, guards did 64.75, from 57-74 damage. In this instance, 50 Hardiness gave a blocking of 26.23, or nearly a 50% reduction.

    The Elemental Resistance conferred by Hardiness is a little more complex. I don’t know if Elemental Resistance works as described in game, but the Hardiness test indicates that it reduced fire damage at ~.68 per point. The numbers are a little odd, so it may give a 5% chance to reduce damage by 1. I do not believe Hardiness has an inherent elemental reduction; it is probably only applied through Elemental Resistance.

     

     

    First Aid:

     

    First Aid was tested with both normal, and fine first aid kits, which give an additional 32% chance of success. I am assuming that the percent displayed when using the skill is the chance of it succeeding and healing HP.

     

    First Aid Avg. Healed Range Success % Obs. Failure % Fine Kit Avg. Range Success % Failure %

    1 -3.7 -6-5 15% 96% 1.9 -6-12 47% 50%

    5 -1.3 -6-7 35% 75% 6.3 0-11 67% 8%

    10 2.75 -6-11 60% 29% 6.2 -2-12 92% 15%

    20 8.2 -6-14 110% 13% 15.4 -4-20 142% 8%

    30 18 -1-25 160% 8% 25.6 21-29 192% 0%

    50 35.7 -5-44 260% 8% 37.2 -5-50 292% 17%

     

    Even though we didn’t need more evidence that First Aid is an awful skill, I decided to test it anyway. While the average HP healed at low levels is negative, once it is raised high enough so that the displayed success rate is over 100% it can actually heal a fair amount of damage. Of course that requires about 200 skill points that you could use on Priest spells instead. If the low amount of healing and the fact that you can still cause damage at level 50 weren’t bad enough, because you can only use the skill once per day, leads me to conclude First Aid is worthless unless you refuse to use Priest spells.

     

     

    Luck:

     

     

    Luck's life saving was tested by walking through lava, if the character died, I recorded a no, if Luck saved them, I recorded a yes. After 100 deaths or life saves, the number of saves was divided by the total to get the chance of lucking out.

     

    Luck % of Luck Out Percent/Level

    0 0% N/A

    2 14% 7%

    5 28% 5.6%

    10 52% 5.2%

    20 92% 4.6%

    30 93% 3.1%

    50 87% 1.74%

     

    This shows that below level 20, Luck adds ~5% chance to survive death. Increasing Luck above level 20 has either no effect, or that after level 10, it has diminishing returns. However, I believe the former is the case.

     

    Luck also adds armor and elemental resistance, like Hardiness. Because both stats add to Resist Elements, I did not test how Luck reduced fire damage. I will assume it has twice the effect of Hardiness (dying in lava was a pain with 50 Luck, so it definitely reduces fire damage).

     

    Luck Avg. Damage Range Amount Blocked Blocked/Pt.

    0 64.8 57-74 0 N/A

    5 61.9 54-72 2.9 .58

    10 59 48-68 5.8 .58

    30 49.7 31-66 15 .5

    50 39.3 8-73 24.5 .49

     

    This test was done against guards on Real Hard.

    Once again, because I saw such high maximum damages, I believe Luck has a 50% chance of reducing 1 damage just like Hardiness, or reduces an average of .5 damage per level.

     

     

     

    Shop Sellback Ratios:

     

     

    Done using zero Barter with Nimble Boots (sellback 1000). All of the shops are listed with the ratio of sellback to value and their displayed purchase modifier. All shops will cap at .599 value with enough Barter. Lower value items will have a lower sellback ratio than .599 because of rounding.

     

    .280 - exorbitant - Cliff (Spire), do not sell to him if you care about maximizing your coins.

    .333 - slightly expensive - Anastasia and Efram (Silvar), Grimmet (Fort Duvno), Garthass (Gnass).

    .333 - slightly expensive - Dexter (Almaria) if you tell him you are an adventurer he pays more, .492.

    .333 - expensive - Elspeth (Cotra), Eunice (Spire), Ramirez (Almaria).

    .386 - very reasonable - Mushroom farm near Almaria.

    .386 - pretty average - Darmon Armor.

    .386 - slightly expensive - Julio (Almaria), Shaynee (near Fort Saffron).

    .386 - expensive - Boutell weapon shop , Boutell's armor shop pays less, at .333 (Fort Draco), Rosemary (Almaria).

    .386 - exorbitant - Skatha (Gnass)

    .439 - slightly expensive - Jason (Fort Duvno), Glenda (Tower of Magi), Leith and Jonnhalyn (Blosk), Clive (Dharmon).

    .439 - expensive - Jasmine (Formello).

    .439 - exorbitant - Traveling Merchants near Formello, Terri (Mertis), Traveling Merchants near Almaria and Castle.

    .492 - pretty average - Both groups of merchants at lava pit between Tower of Magi and Almaria.

    .492 - slightly expensive - Sue (Fort Draco).

    .492 - expensive - Jenny (Cotra), Sylow (Fort Dranlon), the wandering guards near Cotra.

    .492 - exorbitant - Brantford (Tower of Magi).

    .546 - pretty average - Hermit Merchant near Tower of Magi (needs 3 Barter to cap sellback).

     

    Because of the bug/feature that makes healers always buy at maximum price (59.99% of item value) you can sell to them and completely ignore Barter.

    For buying items, a shop with very reasonable will have a buy price of 70% the item’s value, a pretty average shop will have a buy price of 120% the item’s value, slightly expensive - 150%, expensive – 180%, and an exorbitant shop will have a buy price of 220% an item’s value.

     

     

     

    Dread Curse:

     

     

    Dread Curse increases the damage you receive from various sources and at least partially negates the resistance and chance to save life given by Luck. All tests were done with Dread Curse 3.

     

    Skill Level Avg. Damage Taken Range

    Physical Base* 15.7 11-20

    Dread Curse 22 18-27

    Hardiness 5 13.7 9-18

    Hardiness + Dread Curse 19.4 13-26

     

    Lava Base 26.4 16-36

    Dread Curse 34.1 23-42

     

    Magic Base** 24.8 15-33

    Dread Curse 29.4 22-36

    Luck 5 18.3 10-26

    Luck + Dread Curse 30.1 22-38

     

    Luck Out Chance*** 28% chance of surviving death

    Dread Curse 7% chance of surviving

     

    * The physical damage test was done against cave rats on Very Hard

    ** The magic damage test was done against an Ogre mage using Lightning Spray

    *** The Luck Out test was done at 5 Luck over 100 tests

     

     

     

    Armor:

     

     

    The various combinations of armor were tested against cave rats on Real Hard. After taking more than 200 attacks, I feel confident in saying that on the hardest difficulty, cave rats will do 11-21 damage, average 16, to an unarmored character.

     

    Armor Avg. Damage Range Amount Blocked Lava Avg. Range

    No Armor 16.04 11-21 0 26.4 16-36

    5 items (1-1)

    14.2 8-20 1.9 27 16-38

    Shield (1-8+4)

    11.1 2-20 4.9 27 18-40

    Armor (1-16+5)

    7 0-18 9 27.88 16-37

    S+A (2-24+9)

    2.8 0-14 13.2 26.18 16-42

    Drakeskin Armor, Gauntlets of Might, Pants, Cloak (7-15+10)

    7.2 0-15 8.8 26.38 16-35

     

    If all armor blocked a minimum of 1 damage (except cursed armor), then we would assume that the five items of 1-1, would block 5 damage, yet it only blocked about 2. This leads me to believe that armor does not guarantee damage reduction. In addition, each set of tests resulted in less damage blocked than we would expect if each piece reduced damage by a minimum of 1.

     

    As you can see from the lava columns, armor does not block lava damage. If lava causes fire damage, which I believe it does, then armor will not block elemental damage, and probably not magic damage either.

     

     

     

    The stats affecting magic damage are now in a post below.

     

    Credits: Some of the information in this post was inspired by various walkthroughs. The walkthroughs I consulted include Silver's A1, Harehunter's A2, and Rache's A3 Annotated Maps, AverMan's A1 walkthrough, Matt P's A2 FAQ/Walkthrough, and Relle's A3 FAQ/Walkthrough. In addition to these authors, I would like to thank all the forumites who contributed both directly and indirectly.

  16. The problem with ranged weapons in the first trilogy is that they require heavy and expendable ammunition. In terms of dealing damage based on weapon skill alone, they are equal to non-ranged weaponry.

     

    However, in A1 at least, and possibly A2, Dexterity does not directly add damage to ranged weapons like Strength does. In addition, melee weapons get Assassination and Blademaster, while Sharpshooter doesn't appear until A4 (or BoA?), so unless you ignore all of these abilities, melee weapons will out damage ranged ones in a typical game, even with equal amounts of weapon skill.

     

    The same thing sort of applies in A5 and A6 because of Quick Action, Dual Wielding and the high multipliers for pole weapons.

  17. Over the past month I have been testing various stats in Avernum 1 to see how they affect damage. I will probably post what I have learned in the next few days, but before I do, I have a few questions.

     

    1. Does anyone know if armor reduces spell damage in Avernum 1? While I was testing spells I noticed some odd damage ranges; if armor does block magic or elemental damage it would certainly make sense of my numbers.

     

    2. On a related note, do spells in Avernums 1-3 receive a flat bonus from stats, or is it based on a multiplier like in the later games? For example, the help file says Bolt of Fire does 3-12+Bonus/2 in Avernum 1, but in Avernum 5 its 10+1d3*Bonus. I'm assuming Avernum 1 spells get a flat bonus, but I suppose it's possible that Jeff left the multiplier out of the help file.

     

    Important note: if you have a newer version of Windows and can't open the help files for Avernum 1 and 2, you can download an update from Microsoft to make it compatible (just search for WinHlp32.exe). I wasted a week testing the spell damage ranges because I didn't know that.

     

    3. When I post my findings, would you like me to include my data or just my conclusions, and if so, how much of it? Is there anything specific you would like me to include, like statistical tests? I should warn you that it's pretty extensive since I've covered all the melee and ranged damage skills, defense, hardiness, and the magic skills.

  18. I have been using Harehunter's wonderful site, as well as the walkthroughs on Gamefaqs. I assumed that anatomy did not apply to ranged and so I didn't test it, but I suppose I should do that and assassination just to verify. I assumed assassination does apply to ranged damage, so I didn't bother.

     

    As a side note, I really like that Jeff made special skills trainable in later games. Getting the learning crystals is such a pain, though it's easier than reaching Khoth or killing Grah-Hoth.

  19. Funny you should say that Death Knight, I'm currently in the process of studying stat effects in A1 and I will be making a thread when I've finished. A3 shows weapon multipliers as well, but A1 and A2 don't.

     

    Also, Valdain, I've noticed that assassination, at least in A1 caps at level 15, A2 and 3 may be different. I don't think increasing it higher than that does anything. In addition, the skill doubles your damage, so it should be a viable skill for a fighter as long as you don't ignore weapon skill and blademaster.

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