Back to Front Page

HIDDEN SKILL SUMMARY

Same info as in walkthrough. To see information about skills that your character starts with go to Skills part of the Character Creation section.
  • ANATOMY: This is an expensive skill. It's worth it though. Almost all the enemies in Avernum are humanoid, meaning you'll always get more damage. It does around about 1 point of damage per skill point invested, but only against humanoids. It affects both melee and missile, but only seems to add .5 points of damage per skill point with missiles. It also affects first aid, if you use it. Buy it when you can or remember. When you get a big batch of cash, go ahead and use it on this. When someone gets a 5 in this skill, you may want to get that mind crystal you found in Chapter 1 and get 3 more free points.
  • BARTER: A very useful skill. It increases the selling prices of your items. Get 5 points for everyone, pretty much as soon as you can. Don't bother training in this skill, though, just get Tor to max you out. Every time you get 150 coins or so, come back and have him educate you. You'll quickly max out your skill. 60% is the maximum selling price obtainable through any means.
  • BLADEMASTER: A nice skill. Unfortunately, no one teaches it to you, so you have to train yourself in this skill. It's worth training in occasionally, as it increases your melee ability.
  • FIND HERBS: A nice skill, which unfortunately can't be trained in or otherwise improved (unless you have Wendy, who starts with a point). With this skill you'll randomly find potion ingredients when traveling about by land.
  • GYMNASTICS: A decent skill which is trainable. It makes you act faster in combat, and dodge more blows. Buy some and be happy.
  • MAGERY: A great skill. Unfortunately, you can't train in it. It will increase the power of all your spells (even magery). It's a great skill for mages and not too bad for priests. Get more points from the drake.
  • PATHFINDER: A nice and useful skill. It allows you to walk on places which normally hurt you, like swamps, magic-zappers, and even lava. As such, possessing enough of this skill makes the safe travel spell completely obsolete. By everyone 5 points, except for one character. For this one character buy only 2 points. You'll find a learning crystal later on which'll give you three more points in this skill. Don't bother training in this skill, as there is no benefit to getting more than 20 (or even ~17 for that matter).
  • PARRY: A decent defensive skill. It makes you dodge blows occasionally, especially if you defend. Max it out, as it's cheap and useful for everyone. Later you'll be able to acquire another point in this skill for free, so that's why it's best to get everyone at 5.
  • RESISTANCE: a most excellent skill. It'll block a lot of damage. There's only two ways to get this skill unfortunately, and you can't train in it, or it'd make your party unstoppable. Damn.
  • VAHNATAI LORE: A special skill that can not be trained. This skill will help you in a few important encounters. Get around about 10 points total, that's all you really need.
  • DREAD CURSE: Technically, it's a special ability. Don't pursue it, though. It's usually a punishment for doing bad things. Fortunately in this game it's a lot harder to get than it was in Avernum 1. Mother Clarisse in the tower will cure it for you.