
+4% chance of double strike on all melee/pole attacks (10-cap)ĪNATOMY (Cost: 4 - Train: 175, 193, 168 per sp Eastern Great Cave) Need to buy 6 points of this to unlock Riposte Need to buy 5 points of this to unlock Lethal Blow Unlocks after buying 4 Strength, 9 Melee or Pole Weapons

+5% chance each round of 1 pt Fatigue Reduction +1 to Attack Bonus for pole/melee weapons Need to buy 9 points of this or Melee to unlock Blademaster (-> Riposte, Lethal Blow) Need to buy 7 points of this or Melee to unlock Anatomy (-> Lethal Blow) Need to buy 7 points of this or Melee to unlock Dual Wielding Need to buy 6 points of this or Melee to unlock Quick Strike POLE WEAPONS (Cost: 4 - Train: 383, 421, 367 per sp Fort Remote) Need to buy 9 points of this or Poles to unlock Blademaster (-> Riposte, Lethal Blow) Need to buy 7 points of this or Poles to unlock Anatomy (-> Lethal Blow) Need to buy 7 points of this or Poles to unlock Dual Wielding Need to buy 6 points of this or Poles to unlock Quick Strike +1 towards Battle Discipline requirements MELEE WEAPONS (Cost: 4 - Train: 225, 248, 216 per sp Eastern Great Cave) Need to buy 4 points to unlock Blademaster (-> Riposte, Lethal Blow) Need to buy 2 points to unlock Gymnastics

+1 towards the fairly low requirements to turn a few wheels +1 to Attack Bonus for melee/pole weapons STRENGTH (Base: 2, Cost: 6 - No Trainers) Note that armor and all resistances are capped at 90%.Įach point of Attack Bonus grants +5% to hit the number of dice you roll when calculating attack damage is increased by 0.75 for each point of Attack Bonus (rounded down). For example, with 5 Hardiness, you get a 10% bonus to armor and resistances that is multiplied together with your other resistances, just as with equipment. These effects occur once for each point of the skill from 1-10, once every other point between 11-20, once every third point between 21-30, and so on.įor armor and resistances provided by skills, each skill acts kind of like one extra piece of equipment. The exception is effects marked with (10-cap). Experience with previous Avernum games is completely unnecessary to enjoy Avernum 6.Unless otherwise specified, bonuses listed in red are applied once per point of the skill you buy. Unique races and settings make Avernum different from any RPG out there. Rich game system with over 50 spells and battle disciplines, many character building options, and powerful secret skills to unlock. Many unusual enemies that will require clever tactics to defeat.
Avernum 6 shrink area map full#
A fascinating storyline, full of surprises, treachery, and epic battles. Hundreds of quests, dozens of dungeons and enemy fortresses, and multitudes of characters. Can you save your homeland? And, if Avernum survives, what will become of it? As you wander the gigantic world of Avernum, you will experience: An enormous world. The nation of Avernum is rapidly approaching its final destiny, and you will be at the center of events. And yet, through a run of good (or bad) fortune, you find that you have a chance to discover and confront Avernum's enemies. You had a good, simple reason: Soldiers get food. In the midst of all of this chaos, you joined the army.

Now chaos and hunger stalk this land, and none seem to be able to find a solution or a way to stop the Slith Horde. Sensing weakness, they struck, destroying much of a weakened Avernum and creating waves of hungry, desperate refugees. Then the denizens of the low tunnels, the savage, reptilian Slithzerikai, emerged. Almost overnight, the mushrooms Avernum needed to feed itself withered and died. Avernum's sole link to the surface world: a single magical portal, small and difficult to maintain. Once a prison colony for rebels and thugs, it is now a wild frontier, full of adventurous souls looking for wealth, fame, and magical power. It is a nation of people living in an enormous warren of tunnels and caverns, far below the surface of the world. The epic conclusion of the award-winning Avernum series.
