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Just finished the first 2 Geneforge games and loved them. Decided to try Avernum 1 next, since I completed my Spiderweb Games collection during the big sale in June. :-D

First thing I have to say is, WOW, the interface is much different from Geneforge. I've heard it gets better in Avernum 4-6, but that's fine, I still find the Avernum 1 to have a very charming feel to it.

During combat (and I already looked in the built-in Help file), is there any way to check the status of my enemies? In Geneforge, I could just right-click on an enemy for current/max hit points. I was also able (in GF) to press TAB and get the names of all my enemies. Anything like either of those in Avernum?

Whatever other questions I come up with, I'll tack them onto this thread as I play along.
As far as I know you can only check the enemy status starting with Avernum IV.

In my opinion the series gets more comfortable even during the first trilogy. For example in Avernum 2 there's an optional grid during combat and there's a quest log, which reduces the amount of note-taking quite a bit.
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Dotur: In my opinion the series gets more comfortable even during the first trilogy. For example in Avernum 2 there's an optional grid during combat and there's a quest log, which reduces the amount of note-taking quite a bit.
Yeah, in the first game you have to use the "copy to journal" button (looks like a book) to manually keep track of quests. But that button is also useful in other situations, to keep track of rumors or hints that aren't necessarily quest-related. I was able to keep all my notes that way, never had to write anything down myself.
I just bought a level of Barter. Do I need to buy/sell items through the specific PC who has the skill, or is it like Bashing and Lockpicking (where it defaults to the "best skilled" character)?

Also, it says I use 1 unit of food each time I rest. I presume that's 1 unit per PC? And also, does each PC need to carry their own food or can I just let one PC hold it all?

Thanks in advance for any and all who help me in this thread. :-)
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ChaunceyK: I just bought a level of Barter. Do I need to buy/sell items through the specific PC who has the skill, or is it like Bashing and Lockpicking (where it defaults to the "best skilled" character)?

Also, it says I use 1 unit of food each time I rest. I presume that's 1 unit per PC? And also, does each PC need to carry their own food or can I just let one PC hold it all?

Thanks in advance for any and all who help me in this thread. :-)
In first games you don't even sleep but camp works for character with chosen inventory. Faster way is to spam and hold W key on map screen until all HP and MP is restored for party.
Post edited July 20, 2014 by HenitoKisou
I decided to go with the standard "Fighter, Rogue, Cleric, Mage" party (all custom made, rather than the pre-mades), and now that I've got everyone up around Level 4/5, here are my findings...

Mage - the biggest damage-dealer of the 4 at early levels (due to Ice Lances)
Fighter - the biggest single-target damage-dealer now (pumped up Assassination)
Rogue - useful for locks and traps, only somewhat helpful in combat
Cleric - best use is for healing and buffing

...overall, I'm finding Avernum 1 to be quite charming and classical. I really like the game system as far as leveling up, and the combat is pretty fun.

I'm curious though, has anyone tried something like 4 Mages with just a smidgen of Priestly spells? I can't help but wonder if they'd mow right through enemies before the enemies could get close enough to deal any significant damage.
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ChaunceyK: I'm curious though, has anyone tried something like 4 Mages with just a smidgen of Priestly spells? I can't help but wonder if they'd mow right through enemies before the enemies could get close enough to deal any significant damage.
If I remember correctly, later on there are enemies that can only be damaged in melee, so you'll need at least on battlemage.
I using whole team of customs.
1. Rogue (leader) -balance between melee, lot of items casting, scrolls and berserk at last resort when no time to approach certain enemies in packs
2. Rebel (support) heavy dose of missile weapons and close combat.
3. Cleric (magic defense) healing and blessing, typical.
4. Hedge Wizard (magic offense) because sometimes one cleric isn't enough and I still want aid rest of team with battle magic so that class can switch roles anytime and replace/protect cleric when near death.
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Dotur: If I remember correctly, later on there are enemies that can only be damaged in melee, so you'll need at least on battlemage.
As in, magic-resistant enemies? Can I use non-magical missile weapons as well as melee?
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HenitoKisou: 4. Hedge Wizard (magic offense) because sometimes one cleric isn't enough and I still want aid rest of team with battle magic so that class can switch roles anytime and replace/protect cleric when near death.
Yes, I also found it beneficial to put a little Priest in my Mage as a back-up healer. :-)
Post edited July 21, 2014 by ChaunceyK
I picked the same party suggested by the game but only modified the names and some stats. The exploration and combat are good enough for me but sometimes I'd wish there was something more of a story to follow.
I'm not that far into it, so I feel like the lack of story is more like my party just adjusting to their new home. I expect that at higher levels, a story will unfold.
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Dotur: If I remember correctly, later on there are enemies that can only be damaged in melee, so you'll need at least on battlemage.
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ChaunceyK: As in, magic-resistant enemies? Can I use non-magical missile weapons as well as melee?
I didn't want to spoil the surprise completely but if you want to know:
There are enemies that can't be targeted at all. You can only damage them by "running into them", meaning: melee.
Well that's...interesting. :-\

Hey, while I'm thinking about it...useless items! I have a Skull and an Historical Scroll. Either of those important?
Post edited July 22, 2014 by ChaunceyK
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ChaunceyK: I'm not that far into it, so I feel like the lack of story is more like my party just adjusting to their new home. I expect that at higher levels, a story will unfold.
Iirc, there are three major quest lines but you are free to explore most of Avernum as you wish (obviously you'll get your asses handed to you when ever you wander into area that is out of your league). As you wander doing quests and interacting with people, you'll learn the story of Avernum itself; of how the caves were were found, who explored them and how Avernum came to be, how it survived and even prospered against all odds, Avernums goverment, it's people and it's many enemies as well as it's allies.

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ChaunceyK: Well that's...interesting. :-\

Hey, while I'm thinking about it...useless items! I have a Skull and an Historical Scroll. Either of those important?
Iirc,there is a person who will pay you for bringing him historical scrolls (and there are other people who pay for other stuff) but wether the little money and xp is worth it to carry any such items across half avernum considering carry weight and carrryable items limit is up to you. Other than thosse there's a lot of generic flavor items across all SW games.
Post edited July 22, 2014 by Petrell
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ChaunceyK: I'm not that far into it, so I feel like the lack of story is more like my party just adjusting to their new home. I expect that at higher levels, a story will unfold.
Well, some NPCs have quests and stories that relate one town to another and give a reason for scouting the caves. I guess I like story driven rpgs too much :P