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Showing results for tags 'Avernum 1'.
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Finally, I've downloaded my copy of Avernum from Steam due to having a really bad internet connection and mostly due to our new house having no proper desks to play serious. I've made my build and it sucks, no I'm not going to change to casual because it's filthy, and I have a few questions. Does enemy level scale with me? Or not? I'm guessing it's the latter part because I get swamped by sliths everytime and I found some bats that I can smash to pulp without getting hit. If that's so, does anyone have a guide on what quest order is best to follow for maximum xp gain? Also, I've tried remaking my party from Darkest Dungeon, which consisted of a tank/damage, ranged damage, sorcerer, priest and now I end up reloading everytime my tank/damage I misses a hit. I just realized being a tank sacrifices your hit % because of all the trash armor you have to wear, so it seems that multi-classing is not a really good option. Plus, now I realized that not everything you find that's better in value than your current should be replaced, like leather greaves < leather pants. Leather greaves give you 4% armor and 1% chance to evade attacks but have a 5% chance to miss wherein leather pants give you 3% armor without any stat penalties. That's all for now I think, it's a pretty good game where you can't always have the fun of exploring because everything will try to kill you, sell prices are ridiculous, junk bags, talking spiders, where dragons are real dragons, some humor and finally damn the doors.
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I played the first avernum series several years ago. At that time, I realized later that you can just 'buy' the blademaster skill! Wow... The points put into melee skills turned into vain since the hit-to-chance had already been way above 100%. That was sad Now, I'm trying it for the second time. But I'm somewhat curious about this fact: your base hit-to-chance is 30% and it increases as you put more points into the corresponding weapon skill. That means only 11 points are needed to acquire the 95% limit, right? Then do points invested above 11 only increase the damage? If that's true, then I think the later acquirable NPCs are overrated. Theresa for example, has 23 melee skills, and that's even not considering the blademaster skill. Armors are said to lower the hit-to-chance, but I think some blessings are enough to negate it. Is the formula correct as I've described? Or are there other factors that I should consider more? P.S. Well, since melee skill seems to add damage after the 11th point, I think it's worth it anyway. By the way, I wish I could edit the experience somehow: the NPCs do not have the corresponding experience when they join you, and I think it's not good. Hmm... have any ideas?