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   - Avernum [PC/Mac]
   - 10 Million Ways to Die [Rolemaster]
Reward or Reheat?

     Avernum 2
PC/Mac
Spiderweb Software


At first, it doesn't sound promising - a remake of a sequel. The graphics are nothing earth shattering, and there's no animation to speak of. Hey, this is 2001 - what's going on here? Well, what you have is a solid, well-constructed role-playing game that eschews all the bells and whistles and instead provides a satisfying fantasy environment.
     Avernum 2 is a retooling of Exile 2- Crystal Souls. Your party of four neophytes begins the game in the massive canyons of Avernum, an underground prison where the surface-ruling Empire disposes of criminals and troublemakers. However, the Empire became a wee bit vexed when a party of adventurers slew Emperor Hawthorne in a sneak attack (one of the major quests of the first Avernum) and has begun to invade and eradicate all of Avernum. As if that weren't enough, many of the caverns have been cut off from one another by the appearance of mysterious magical barriers. Who created them, and why? How can we get rid of them? This is just one of the many quests that await your intrepid heroes.
     Game play is fairly standard RPG stuff. Defeating enemies, solving puzzles, and completing quests gains experience. Experience translates into skill points, which can be spent to increase the stats and abilities of your characters. The character screens, featuring humorous illustrations by Phil Foglio, are well-constructed and designed with beginners in mind. Clicking on any stat, skill, ability, spell, etc, brings up an easy to comprehend explanation. Information on quests and goals are automatically saved, and the journal allows the player to easily record and access conversations and encounters. There are countless people and creatures to talk to in the truly gigantic world of Avernum. After 50 hours of playing time, this reviewer still hadn't finished the demo. Combat is turn-based and allows for both melee and missile weapons, as well as spell usage. Once the combat mode is entered a grid covers the battleground, which allows for easier calculation of movement. A life bar also accompanies each participant, which gives the player a slightly unfair advantage by showing exactly how much life a foe has remaining. The annoying trait of a creature with a single hit point left being able to fight as well as when it was healthy is present, but it works both ways.
     Avernum 2 isn't going to win any awards for originality or beauty, but it might for its sheer size and enjoyment level. Armed with a sense of humor and engaging, story lines, the game delivers a great deal of bang for the buck. A free download of the demo is an easy way to jump in. Now, if you'll excuse me, I have a pesky Slith cult to deal with. And a missing mage to find. And a drake egg to recover. And a bandit castle to bring down. And numerous spell levels to be increased. And . . . available for Windows and Mac.

Tips for the Avernum Beginner
  • Read all of the tips in the Help menu. They are all useful, especially those that tell you to talk to everyone and to always look for secret door (that's REALLY important in Avernum).
  • Ditch the preset party and make your own. It's more fun. Make sure at least one character has tool usage skill (lockpicking). I've had success with a balanced party that had a human fighter, a Nephil rogue, a human shaman, and human mage. Give either the rogue or the fighter a level of priest spells during character creation - he'll start with 4 very useful spells. You can have any character cast spells, but if you buy them afterwards you'll have to pay to learn for each spell.
  • Get used to being a scavenger. Everything costs money and by selling the equipment from your dead foes, you'll have some. Never enough, but some.
  • In melee, make use of the priest spells Shield and Bless, and the mage spells Haste and Slow. This will allow your fighters to do the majority of the killing and save the spell points for healing and other necessities.
  • There are no useless skills offered. Make sure you have plenty of the lores - the blurbs on each skill will tell you whether it needs to be concentrated on an individual or spread amongst the group.
  • Being able to make your own potions is way better than trying to buy them. And deep in an enemy stronghold, having an energy potion to replenish your spell points is priceless.
  • Generally speaking, defenders in strongholds do not regenerate. If you're hurt and low on spell points, get out, heal up, and come back.
  • The front way into an enemy fort is usually the worst way in. Look for secret doors. As you rise in levels, learn the Far Sight spell, and embrace it.
  • There is a point, fairly early on in the game, of no turning back. Before you do that, it's advisable to make sure you've done everything you can do at the game's beginning point. The option to apply your hard-earned skill points disappears for a while, and you'll be stuck at the level you're at.
  • There is always a way around a problem. It might not be nearby, or even available immediately, but there is a way.
Any other tips, feel free to email me at agate@thegriffin.com.  §
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