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).
| Stat | Base Value | Initial Cost | Use |
| Base Stats | |||
| Strength | 2 | 5 | Increases damage in melee combat, and weight allowance |
| Dexterity | 2 | 5 | Increases combat speed and odds of hitting with both melee and missile weapons. |
| Intelligence | 1 | 5 | Increases spell points and lore. |
| Endurance | 3 | 4 | Increases hit points and various resistances. |
| Weapon Skills | |||
| Melee Weapons | (STR + DEX) / 3 | 2 | Increases hit odds with swords and such. Hit odds = 30% + (5% * melee). |
| Pole Weapons | (STR + DEX) / 3 | 2 | Increases hit odds with spears, pikes, halberds. Hit odds = 30% + (5% * pole). |
| Bows | DEX / 2 | 2 | Increases hit odds with bows and crossbows. Hit odds = 40% + (5% * bows). |
| Thrown Weapons | DEX / 2 | 1 | Increases hit odds with javelins and rocks. Hit odds = 40% + (5% * thrown). |
| Hardiness | STR / 4 | 3 | Each level has a chance of reducing incoming damage by 1. |
| Defense | DEX / 4 | 2 | Reduces your odds of being hit by 4% per point. |
| Assassination | 0 | 3 | Increases damage when your level exceeds that of your target. |
| Magical Skills | |||
| Mage Spells | 0 | 5 | Increases spell points and effectiveness of mage spells. |
| Priest Spells | 0 | 4 | Increases spell points and effectiveness of priest spells. |
| Arcane Lore | INT / 2 | 1 | Affects chances of reading magic writing (i.e. spells). Stats affected by this are pooled over the party. |
| Potion Making | INT / 4 | 1 | Increases odds of making potions successfully. |
| Useful Skills | |||
| Tool Use | DEX / 2 | 1 | Increases odds of picking locks and disarming traps. |
| Cave Lore | INT / 4 | 1 | Increases odds of avoiding wandering monsters and has a number of places where it can get you bonus stuff. |
| First Aid | INT / 4 | 1 | Allows you to heal characters somewhat. (N.B. I never, ever used this stat). |
| Luck | 0 | 4 | Raises resistances, among other unadvertised effects. |
| Special Skills | |||
| Barter | 0 | 1 | Pooled across your whole party, increases return when selling items. |
| Blademaster | 0 | 4 | Increases both hit odds and damage with all melee and pole weapons. |
| Anatomy | 0 | 2 | Increases first aid, and damage against humans and humanoid monsters. |
| Gymnastics | 0 | 2 | Allows you to act faster in combat, reduces your odds of being hit in combat. |
| Pathfinder | 0 | 1 | Increases odds of passing through swamps and lava terrtain safely. |
| Find Herbs | 0 | n/a | (Untrainable) Gives a chance of finding herbs while walking outside (a potential money making skill). |
| Magery | 0 | n/a | (Untrainable) Makes spells you cast more effective. |
| Resistance | 0 | n/a | (Untrainable) Increases odds of resisting magical attacks. |
| Parry | 0 | n/a | (Untrainable) Helps you avoid blows in combat. |
| Vahnatai Lore | 0 | n/a | (Untrainable) Helps with certain encounters involving Vahnatai stuff. |
| Dread Curse | 0 | n/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 | |||
| Health | 7 + END * (level / 2 + 2) | The number of hit points you get from Endurance goes from 2 to 22 with character level. | |
| Spell Energy | 4 * (INT + MAG + PRI) | So combo priest/wizards get many MANY more spell points than their specialist cousins. | |
| Poison Resistance | END + LCK + HRD/2 + 2*RES | Each level gives 5% chance of avoiding poison damage. | |
| Magic Resistance | LCK + MAG/2 + RES + MGRY | Each level gives 5% chance of resisting magical effects. | |
| Willpower | INT + LCK + (MAG + PRI)/2 + MGRY | Each level gives 5% chance of resisting mind clouding effects like charm. | |
| Resist Elements | LCK + DEX/4 + HRD/2 + 2*RES | Each level gives 5% chance of resisting 'elemental' attacks like from fire and ice. | |
| Item Lore | ARC + (INT + MAG)/2 | Pooled across your whole party, increases odds of identifying items. | |
| Rune Reading | ARC + (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.
| Trait | XP Mod | Description |
| 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.
| Soldier | Berserker | Cleric | Sorcerer | Rogue | 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 Weapons | 3 | 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).
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.
| Level | Experience | Level | Experience | Level | Experience | Level | Experience | |||
| 1 | -- | 11 | 1,500 | 21 | 5,000 | 31 | 10,500 | |||
| 2 | 100 | 12 | 1,800 | 22 | 5,500 | 32 | 11,200 | |||
| 3 | 200 | 13 | 2,100 | 23 | 6,000 | 33 | 11,900 | |||
| 4 | 300 | 14 | 2,400 | 24 | 6,500 | 34 | 12,600 | |||
| 5 | 400 | 15 | 2,700 | 25 | 7,000 | 35 | 13,300 | |||
| 6 | 500 | 16 | 3,000 | 26 | 7,500 | 36 | 14,000 | |||
| 7 | 700 | 17 | 3,400 | 27 | 8,100 | 37 | 14,800 | |||
| 8 | 900 | 18 | 3,800 | 28 | 8,700 | 38 | 15,600 | |||
| 9 | 1,100 | 19 | 4,200 | 29 | 9,300 | 39 | 16,400 | |||
| 10 | 1,300 | 20 | 4,600 | 30 | 9,900 | 40 | 17,200 |
Support shareware and register Avernum 2