![]() ![]() ![]() Discuss Avernum: Escape from the Pit, Avernum 2: Crystal Souls, and Avernum 3: Ruined World here. The forum to discuss our ground-up rewrites of the first Exile/Avernum Trilogy. :) Also point 4 could be semi-covered in Escape from the pit: Play a totally different party make up, and change the order you progress the game in, and/or play toward the different 4 endings. Avernum 2: The ten dont even have a library. The only things you actually need 14 for are like, stealing from Athron (bad idea), and looting random valuables during the very last quest of the game (nothing left to spend gold on).Īs for Cave Lore, 12 if you want an achievement for the caches or something, zero if you're doing a higher difficulty and care about survival - skill points are too valuable and caches don't really have anything useful in them. Played Dungeon Master, both baldurs Gates this way, Lords of Xulima and Escape From the pit to name a few. Just pick up 9 points from whatever combination of Sage Lore traits (3 each) and skills, do the lich quest for #10, and then buy the last two after you finish one of the endgame quests.įor Tool Use, 11 is sufficient for most of the game, and you get one from an item. ![]() For a standard run at more reasonable difficulty, I wouldn't recommend that. It's a bit of a pain early on because you can't read books until everyone pops Sage Lore, but IMO the extra points for melee skills were worth it in the long run. I think my Torment run wound up having 3 people picking up Sage Lore for 9 points, and the 10th from the lich quest. IIRC you only need 10 Arcane Lore for everything except Erika's reward spells for the endgame quests, and you can just buy the last two points from her because by the time the books are available there's nothing useful left to spend gold on. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |