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Avernum 2 Annotated Maps

Character Stats and Traits

See the Avernum 1 strategy and tips page for suggestions and comments provided by Alexander Denev about party development - many of the same suggestions apply as well in Avernum 2.

Also, see the Avernum 1 character stats page for introductory information on how to read this chart and figure out costs of skills. I have highlighted the two new skills (and the change to the value of rune reading from the addition of the Vahantai Lore skill).

StatBase ValueInitial CostUse
Base Stats
Strength25 Increases damage in melee combat, and weight allowance
Dexterity25 Increases combat speed and odds of hitting with both melee and missile weapons.
Intelligence15 Increases spell points and lore.
Endurance34 Increases hit points and various resistances.
Weapon Skills
Melee Weapons(STR + DEX) / 32 Increases hit odds with swords and such. Hit odds = 30% + (5% * melee).
Pole Weapons(STR + DEX) / 32 Increases hit odds with spears, pikes, halberds. Hit odds = 30% + (5% * pole).
BowsDEX / 22 Increases hit odds with bows and crossbows. Hit odds = 40% + (5% * bows).
Thrown WeaponsDEX / 21 Increases hit odds with javelins and rocks. Hit odds = 40% + (5% * thrown).
HardinessSTR / 43 Each level has a chance of reducing incoming damage by 1.
DefenseDEX / 42 Reduces your odds of being hit by 4% per point.
Assassination03 Increases damage when your level exceeds that of your target.
Magical Skills
Mage Spells05 Increases spell points and effectiveness of mage spells.
Priest Spells04 Increases spell points and effectiveness of priest spells.
Arcane LoreINT / 21 Affects chances of reading magic writing (i.e. spells). Stats affected by this are pooled over the party.
Potion MakingINT / 41 Increases odds of making potions successfully.
Useful Skills
Tool UseDEX / 21 Increases odds of picking locks and disarming traps.
Cave LoreINT / 41 Increases odds of avoiding wandering monsters and has a number of places where it can get you bonus stuff.
First AidINT / 41 Allows you to heal characters somewhat. (N.B. I never, ever used this stat).
Luck04 Raises resistances, among other unadvertised effects.
Special Skills
Barter01 Pooled across your whole party, increases return when selling items.
Blademaster04 Increases both hit odds and damage with all melee and pole weapons.
Anatomy02 Increases first aid, and damage against humans and humanoid monsters.
Gymnastics02 Allows you to act faster in combat, reduces your odds of being hit in combat.
Pathfinder01 Increases odds of passing through swamps and lava terrtain safely.
Find Herbs0n/a (Untrainable) Gives a chance of finding herbs while walking outside (a potential money making skill).
Magery0n/a (Untrainable) Makes spells you cast more effective.
Resistance0n/a (Untrainable) Increases odds of resisting magical attacks.
Parry0n/a (Untrainable) Helps you avoid blows in combat.
Vahnatai Lore0n/a (Untrainable) Helps with certain encounters involving Vahnatai stuff.
Dread Curse0n/a Makes you a little worse at everything you do - takes 500 coins in the Tower of Magi to get rid of it.
Derived Stats
Health7 + END * (level / 2 + 2) The number of hit points you get from Endurance goes from 2 to 22 with character level.
Spell Energy4 * (INT + MAG + PRI) So combo priest/wizards get many MANY more spell points than their specialist cousins.
Poison ResistanceEND + LCK + HRD/2 + 2*RES Each level gives 5% chance of avoiding poison damage.
Magic ResistanceLCK + MAG/2 + RES + MGRY Each level gives 5% chance of resisting magical effects.
WillpowerINT + LCK + (MAG + PRI)/2 + MGRY Each level gives 5% chance of resisting mind clouding effects like charm.
Resist ElementsLCK + DEX/4 + HRD/2 + 2*RES Each level gives 5% chance of resisting 'elemental' attacks like from fire and ice.
Item LoreARC + (INT + MAG)/2 Pooled across your whole party, increases odds of identifying items.
Rune ReadingARC + (MAG + PRI + VL)/2 + MGRY Pooled across your whole party, increases odds of deciphering spells and strange writing.

Traits are the same in Avernum 2 as in Avernum 1, see the Avernum 1 character stats page for more details.

TraitXP ModDescription
Good Traits
Great Renown-10% Bonus to initial reputation, "certain special encounters will be easier" - I assume that to mean it lowers the necessary reputation for many things.
Nimble Fingers-15% Bonus when picking locks and disarming traps - Alexander Denev reports this trait to be possibly broken in the windows version.
Beastmaster-15% gives you the Summon Beast ability.
Strong Will-15% Increases willpower type resistance
Good Education-15% Gives a bonus to rune reading and item lore.
Toughness-20% Decreases incoming damage and increases resistance to poison and disease.
Fast on Feet-20% Makes you move sooner in combat, sometimes gives additional action points.
Natural Mage-25% All your spells work better, and you can cast spells even while wearing encumbering armor.
Elite Warrior-30% Bonuses in combat which increase with level, plus gives you the Go Berserk ability.
Divinely Touched-40% Gives you the abilities Lay on Hands, Natural Curing, and Call Spirit.
Bad Traits
Cursed At Birth+20% Somtimes gives a penalties to actions, and increases damage from magic.
Sickness Prone+20% Increases damage from poison, disease, and such.
Sluggish+30% Makes you slower in combat and gives you fewer actions.
Brittle Bones+30% Increases damage from all physical combat.
Completely Inept+40% A combination of all other bad effects.

The special abilities are the same as in Avernum 1. See the Avernum 1 character stats page for my comments on them.

Character Classes

  Soldier Berserker Cleric SorcererRogue Archer Rebel Hedge
Wizard
Shaman Custom
Base Stats
Strength 4 4 3 2 3 4 4 2 4 2
Dexterity 4 6 3 2 5 6 4 2 4 2
Intelligence 1 1 3 5 1 1 1 4 2 1
Endurance 5 5 5 4 5 5 5 5 5 3
Weaponry Skills
Melee Weapons 6 7 4 2 6 5 5 1 6 1
Pole Weapons 5 3 2 1 2 3 3 1 2 1
Bows 2 3 1 1 2 7 4 1 2 1
Thrown Weapons3 3 1 3 4 5 4 1 2 1
Hardiness 3 2 0 0 0 2 1 0 1 0
Defense 3 3 1 0 1 1 1 0 1 0
Assassination 0 0 0 0 2 0 1 0 0 0
Magical Skills
Mage Spells 0 0 0 4 0 0 0 3 0 0
Priest Spells 0 0 4 0 0 0 0 3 3 0
Arcane Lore 0 0 4 5 0 0 0 4 3 0
Potion Making 0 0 0 4 0 0 2 4 2 0
Useful Skills
Tool Use 2 3 1 1 7 3 6 1 2 1
Cave Lore 2 1 0 1 2 1 0 1 0 0
First Aid 2 2 4 1 0 0 2 3 0 0
Luck 0 0 0 0 0 0 1 0 0 0
Cost 60 60 62 60 58 60 60 61 60 0

It's true - these are the same classes as in Avernum 1 (including the same "bugs" in the cleric, rogue, and hedge wizard classes, see the Avernum 1 character stats page for details, but, anyway, never take the Rogue class).

Races

The one new feature of character creation in Avernum 2 is the choice of race - you can be human (same default as always) or Slith (20 % xp penalty, resistance to fire, bonuses with pole weapons - an excellent choice for your ultimate Jade Halberd wielder) or Nephilim (10 % xp penalty, more nimble, bonuses with missile weapons). There may be other effects on encounters through the game - I will detail those here once I have completed annotating all the maps (with my three different parties of all human, all slith, and all nephilim characters).

NPCs

I found several NPCs that will join in Avernum 2 and will list their stats once I bump into again during the map annotation round.

Experience Needed For Each Level

This is total experience, not difference from last level. There is a level cap of (something higher than 40, I'll find it "soon enough" since I'm using solo characters to map the game). Read level as your destination level, not your current level. You gain 4 skill points per level, and your level over 2 (rounded down) determines how much each point of endurance is worth to your total hit points. All classes gain levels and skill points the same way.

LevelExperienceLevelExperience LevelExperienceLevelExperience
1--111,500 215,0003110,500
2100121,800 225,5003211,200
3200132,100 236,0003311,900
4300142,400 246,5003412,600
5400152,700 257,0003513,300
6500163,000 267,5003614,000
7700173,400 278,1003714,800
8900183,800 288,7003815,600
91,100194,200 299,3003916,400
101,300204,600 309,9004017,200

Feedback

You can write me at silver (at) silverchat (dot) com - let me know if I missed or misspelled anything.

Copyright and Authorship Info

Avernum 2 is copyright 2000-2006 by Spiderweb Software, Inc. - http://www.spiderwebsoftware.com, All Rights Reserved.
"Avernum", "Avernum 2", and "Spiderweb Software" are trademarks of Spiderweb Software, Inc.
The annotated maps were made by silver Harloe - http://www.silverchat.com/~silver
All content on these pages which is not copyrighted by Spiderweb Software, Inc. is copyright 2000-2006 by silver Harloe, All Rights Reserved.
You may link to this site, but may not redistribute any of the text or images in part without express written permission. You may distribute the standard zip file of this site when that is made available.
Express written permission is hereby granted to Jeff Vogel and Spiderweb Software, Inc. to use this content in whole or in part, to modify or redistribute it, or even to take over the copyright.

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