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.