About This Game Avernum is an epic fantasy role-playing adventurer set in an enormous, subterranean nation. Avernum is a land underground, a subterranean nation full of rogues, misfits, and brigands, struggling for survival and wealth in the monster-infested darkness. You have been banished to the underworld, never to see the light of day again. The surface is ruled by the cruel Emperor Hawthorne, master of the Empire. All of the known lands are subject to his brutal command. Everyone who speaks out, misbehaves or doesn’t fit in is cast into the dark, volcanic pits of Avernum, far below the surface. There, you are expected to die, a victim of starvation, horrible monsters, or simple despair. But not all of the Avernites have surrendered. With magic and steel, they are forging a new nation deep underground. You can join them and fight for safety. Or freedom. Or, if you dare, revenge on the surface-worlders who tried to destroy you. Join your new countrymen, explore a huge game world, hunt for hundreds of magical artifacts, choose from hundreds of quests, and become the hero of the underworld! Key features Epic fantasy adventure in an enormous underworld. Huge outdoors, eighty towns and dungeons, and hundreds of quests. Three separate game-winning quests. Seek safety, escape or revenge. Complete just one or all three! Unique races and settings make Avernum different from any adventure out there. Hundreds of side quests and magical artifacts to discover. Rich game system with over 50 spells and battle disciplines and a multitude of beneficial character traits to choose from. 7aa9394dea Title: Avernum: Escape From the PitGenre: Strategy, RPG, IndieDeveloper:Spiderweb SoftwarePublisher:Spiderweb SoftwareRelease Date: 11 Apr, 2012 Avernum: Escape From The Pit Torrent Download [Patch] I am very disappointed in this game. Ok. Many people tell this game is very terrific as RPG. Yes. it was not bad about game design. Even graphic and sound is crude, like reading novel gives me new experience and text about depicting characters is very alive and fresh, But game system is really terrible. Battle? some battle is really easy, but suddenly become very difficult. And the most thing which makes me annoyed is traveling among town. Even though pylone(teleport fuction) exists, there are so many travelings among many various towns for completing many quests. It made me exausted in late game. Also marker for solving quest is so vague. Ok, I admit that this game offers gamer much freedom. But if you are not player who get used to play this kind of game. You can be annoyed easily. For me, it is one of the worst game ever.. Avernum is right in your wheelhouse if you like games like Baldur's Gate and Divinity and are looking to experience that old school pen-and-paper RPG experience. I have not played all the rest of the games in the series and do not feel that I must in order to enjoy it on this one. Don't expect stellar graphics, but do expect everything else- like great game mechanics, a solid loot system, compelling story (with admirable writing skill), and a giant world to get lost in. I have yet to finish it yet, but from the first handful of quests, I know I am hooked well enough to come back to it. Another great thing about this game is it takes up less than 200 mb of space and has ♥♥♥♥♥♥♥♥ly low system requirements, so it even plays on the ancient technological relics I keep around due to lack of having a proper gaming laptop to tote about. This game is also pretty nifty on iOS.Anyhoots, I don't feel hasty in reccomending this.. When I first played this game (note: the exile verison, not avernum or the remastered), I was quite young and due to one circumstance or another, I never got to play it in its entirety. Fast forward to now, years on, I had long lost forgotten the title of the game and every so often I had remembered the interesting isometric, turn-based game that had filled my childhood with wonders. And then about a week ago, I found it. It was in my cart faster than you can say Avernum.This game is clearly not a game about graphics. If you are big on story driven games, there's a chance you'll enjoy this one. The controls aren't the most intuitive, and the game feels like it's from the 90s however in my opinion, that's just part of the charm. Though of course, I could be biased because I've been playing the game nonstop since I bought it a week ago.For me, it's mostly the feeling of fulfilment and satisfaction I've gotten out of following the story, making some hard choices (since there are a few to make - questing is quite intricate in some cases) and deciding what kind of path I want my characters to take. You can choose a standard party of four - a warrior, dex class, healer and mage.. or you can be a badass and play with four priests. In the end you can build your character however you like, which is something I really enjoyed playing around with.It's a must play if you're into oldschool rpgs.. This is the second remake of the classic "Exiled", first made in the nineties by a two-person team. The game has been streamlined, interface made usable, and the graphics have improved (relatively speaking) since then, but much of the core draw (and mechanics) are still there.If you're someone who enjoys having wide open spaces, no demand to go down any particular linear plotline, and plenty of rewards for kicking over ever rock to see what wriggles out from underneath, this game has plenty of delicious exploratory goodness for you.That said, I'm not as fond of the skill trees they've put in the new version of the game as the older point-buy system they had before. The point-buy system hypothetically allows for nigh-infinite varieties of hybrid characters, but largely forces characters into one of four types of characters: Melee Fighter, Ranged Fighter, Wizard, and Cleric. "Thief" is just someone who puts points into Tool Use, and you need Tool Use (there's no magic for opening doors without it) but there's nothing stopping any other sort of character from taking Tool Use, and the game only checks total party Tool Use skill levels, so it's easy to distribute. (No dedicated thief necessary.) You COULD use a ranged fighter, but melee combat is forced upon you fairly often, and you'll want a dedicated sword user and spear user to make use of the best weapons, anyway. You're forced into making a character dedicate themselves to a given path by the nature of the skill tree: The high-tier skills like Riposte (counter attack chance) or Lethal Blow (critical hit power up) require plugging an equal or greater amount of points into the lower skills on the tree. Your Combat Disciplines (special abilities for fighters) are based upon total base weapons skill, and you'll want to put your attribute points into Strength or maybe Dexterity. Keeping up with magic spell tiers demands you stick points into a single base magic skill at least every other level, and dumping nearly all your points into Intelligence, and a couple into Endurance for the HP to not die in one hit. Hence, no matter what, you pretty much always wind up with sword fighter, spear fighter, cleric, and wizard. Hypothetically, there's bows and thrown weapons, but there are no good bows, and decent thrown weapons are too rare to use as a primary weapon. There are some choices to be made (going for criticals versus riposte) but mostly, it devolves into putting all your points into the core sklls because on the harder difficulties, you'll miss every time if you don't plug every point you can into accuracy-boosting skills, and a melee tank needs all the hardiness they can get to survive. Likewise, wizard and cleric accuracy (yes, AoE spells miss) depend upon base magic skill, and base magic skill ALSO ups damage. Hence, there's no reason not to put points in every single level. It's really only a question of whether you need more damage-dealing skills or damage-resistance skills at a given level to survive, espeically on higher difficulties, and the number of utility skills like tool use or cave lore you need is surprisingly low, meaning you basically always put points into the same dedicated "purist" build all the time. It leaves one underwhelmed with the potential for customization.In the original Avernum series, it gave you more points each time you leveled, but the costs of skills rose as you purchased more ranks in those skills, meaning that there was more possibility to "multi-class", as a skill you dedicated points into every level would rise as fast as the skill points you gained per level, while skills you neglected would become relatively cheaper by comparison. This meant it was easily possible to make a wizard who studied enough cleric magic to be a passable backup healer and a truly excellent wizard while the cleric was a passable archer. Without the chance to really multi-class, you'll probably find that you're left with the same party time and again, as you're probably not going to want to play this game without a cleric or wizard, and you'll NEED a meat shield. Since this is the umpteenth trip to Avernum for some of us, playing the same party with the same character sprites in areas modeled on the same locations can give old hands a bit of deja vu all over again.It is, yes, possible to play solo, and you'll want to generalize a little more in solo play, but even that kind of comes down to playing a wizard with some melee skill and a few healing spells. Also unlike this game's predecessor, this game starts you off in a small dungeon for a minor tutorial on the basics, but quickly lets you roam as a free-range adventuring band. A few easily-dismissed text boxes shouldn't annoy veterans, but might help new players, so it's not a bad change. That said, I suggest new players save frequently, and have several "safe zone" saves, as they can easily bumble into more trouble than they can fight their way out of with no guard rails to keep them from merrily adventuring into danger out of their depth. All the time and money they saved not going for pretty graphics (and if you're a Spiderweb fan, you'll recognize the reuse of a LOT of those graphics,) was put into making absolutely sprawling caverns. For those of you who lamented Elder Scrolls' Oblivion/Skyrim's rubber-banded monster levels, rejoice as well, as the sliths just a few towns west of where you start WILL shishkebob you effortlessly. On the higher difficulty levels, this can curb your exploration somewhat, but with a mere 350 coins, you can buy a boat that lets you have access to a large portion of the map, so long as you don't mind having to hide from the fights. While not being able to fight something sounds limiting, you can gain access to spells early, which makes it worth the trip.That said, there's still a few places you have to go, and a pretty clear order in which you have to go there. While it's hypothetically possible to do sequence breaks, steep ramping of the power of enemies means that, especially in higher difficulty settings, there's little capacity for a player to bypass one major dungeon and be prepared for the next.Because you have access to all the spell trainers early (just have to dodge the monsters bigger than you) you can easily get spells meant for late-game early, but at the same time, you can't afford them. Spells cost 2000 coins to learn, and clearing a whole dungeon and selling absolutely everything only nets you 1000 coins... It doesn't really get better as you go on, either, until you've bought all your skill-ups, and then there's nothing left to buy at all. I've never seen a reason to buy potions or scrolls or even weapons, as, while some mid-level stuff is available in stores, by the time you can afford them, you have better artifact weapons you lifted off of corpses. Potions can be brewed from infinitely-respawning herb patches for free, so there's at least reason to use those. Also, you ram through MP quickly in this game, especially later on, but just setting foot in town restores all HP and MP for free... You have skills to reduce MP use, but why use them when you need every skill point in magic power to survive a single fight, and can just go back to town for a refill after literally every fight? There are a handful of dungeons where you do have to "fight your way back out" (monsters spawn in after you get to the end of the dungeon), but it's rare enough that you shouldn't have trouble sitting on a pile of 30 magic potions to refill between fights if you really need it.If you're at all interested in the genre, it's dirt cheap and provides easily 100 hours of gameplay.. I was without computer for a bit of time, so i started playing this game with a friend like when i was 12ys old. Now i'm 31. The emotions, the attenction to detail, the old-school-rpg feelings that i got from this title were incredible. I started taking notes written by hand. One of the few games that made me think that proving the same feelings of marvel & discoveries, fears & exploration of when i was young & ignorant about fantasy & rpg is still possible. Really beatiful game, reccomended.. I really enjoy this game. It is a turn-based, isometric view (Diablo-style view looking down from above), single-player fantasy roleplaying game. Let me break that down:Turn-Based: While not in combat you move your party around exploring wilderness, dungeon, and city environments and interacting with various friendly and hostile NPCs (non-player characters controlled by the computer). When battle starts, the game goes into turn-based mode. People who like the fast and furious action of real-time games like Diablo might find turn-based combat to be slow and tedious. I like it because I can let my attention wander if need be or even walk away for a restroom break right in the middle of battle. It also allows for the formulation of tactics based on the battlefield conditions.Isometric View: Many RPGs in the 90s used isometric view. The view is from above and slightly at an angle like the Diablo games. It's nice because you get a kind of "god's eye view" of the game area.Single-Player: There is no multiplayer option for Avernum: Escape From the Pit.Fantasy Roleplaying Game: The environment is traditional "Western medieval style fantasy" (i.e., swords and armor and spells and fantasy monsters). There is a bit of a twist in that the game opens up with your being exiled via magic teleportation to a supposedly inescapable underworld where criminals and political prisoners are sent when they cause problems for the Empire.You can choose from a number of traditional classes (sorcerer, warrior, rogue, berserker, priest, etc.) or you can create your own classes. The pre-made classes are merely certain selections from the game's many abilities, skills, and powers available to characters both when they are created and as they level up. Selecting a pre-made class does not pidgeon hole your character because as you level up you can choose to improve any abilities, skills and powers.There are multiple difficulties to choose from ranging from beginner to nightmare. You can even change difficulty whenever you wish. So things are going to easy? Notch up the difficulty. Getting frustrated by how hard the play is? Notch it down.For $10 you absolutely cannot go wrong. This is a fantasy RPG in the tradition of 90s games. I used to play the SSI gold box D&D computer games and Avernum is a great game in the same tradition.. I was a little wary at first because I loved the original Exile games on the Mac and I was afraid of the changes in this version. Although I do miss the ability to have six party members, I was very pleased to discover that this is a very accessible and fun RPG that still holds up today. If you enjoy non-linear, massive RPGs (and don't mind a bit of reading) this game is worth your time.PROS+ Exploring the huge world is fun+ Loads of quests+ Nice inventory system (with infinite junk storage)+ Flexible character upgrade system (anyone can do anything)+ Optional, built-in cheat menuCONS- Massive world can be overwhelming (but good journal system helps)- Some areas can seem ridiculously hard (just come back later)- Fast travel is realistic but frustrating. Avernum: Escape from the pit is a remake of the first game in the Avernum series. It is a grid, turn based CRPG with sandbox elements.The plot is straight forward. On the surface there is the empire, ruled by the mad king hawthorn, a cruel dictator who rules with an iron fist. Those who go against the empire, or simply earn the ire of anyone in government, are tossed through a portal and left to die on the other side. The portal transports anyone who goes through it down to the depths of the planet, to a massive cave system with no hope of escape. So many people have been sent down there that they have begun to form their own nations as well, but, just because they are able to band together doesn't mean they are safe from the horrors that live down there with them. Your task as the newest exiles? Survive. Survive and do what you can for yourself, and for the underground nations.Gameplay is easy to understand. Everything is done on a square grid, from exploring the overworld to navigating in combat. Each character has four core stats, followed by talents, then perks. Each core stat effects an aspect of your characters growth. Strength determines how hard you hit with melee weapons and your characters carrying capacity, dexterity determines how likely you are to dodge attacks and how accurate you are with weapons as well as how much damage you deal with ranged weapons, endurance determines how resistant you are to certain status effects and how much health you have, and finally, intelligence determines how much mana you have, how powerful your spells are, and how resistant you are to magic.Every character has access to the exact same talent tree, allowing them to mix and match what skills they have to create whatever kind of character you want. Most of these talents are passive, but others grant active abilities which are worth investing into. You can put ten points into most talents, at which point you can't dump any more in, which is probably for the best considering at ten points in any skill, the bonuses are astounding. This really gives you the ability to build your own character however you want, from a long range crit machine, to a tank who casts spells.Then there are the perks, which give minor buffs to certain things, but can also have a pretty big impact on your character depending on which ones you pick. If you use summons alot, you can get a perk that makes them stronger, or if you want to cast more elemental spells, get the perk which makes them work as if they were a level higher.Combat works in terms of inititive, with the unit with the highest moving first, then the second highest going second and so on. Every unit has a set amount of time units to use during their turn, some actions costing more points than others. It might take one unit to move a single space, but ten to take an attack. You need to carefully position your characters and plan out what abilites your going to use on the many enemies you will encounter throughout your quests. Speaking of quests, you will encounter many on your travels, most of which are very fun. Granted, they can be as simple as "clear out the fort" or "bring me five bear asses", but few of the quests are exactly the same, and alot of them are actual, lengthy detours from the main quest lines. This really does help make the world feel that much more alive, which brings me to my next point.Avernum is a rather bland game visually. There are a few interesting things to look at here and there, but for the most part, you are inside a huge cave, with fungus growing around you. Thankfully, you start the game off with a world map, and they went out of their way to design the terrain so that its destinctive enough to be able to navigate based on land marks, like a river or an odd rock formation. While every dungeon uses alot of the same textures (in fact, most of the game does), each one is very different, This is because they designed them in very different layouts, with a wide enough variety of enemies to keep things interesting. The game has no music though, or voice acting, so bring your own music.With all this said, Avernum was an enjoyable experience for me, the only frustration i got was when i entered areas clearly too high a level for me or i missed that one hidden switch in the wall. The game does a great job of emulating the feeling of a Pen and Paper RPG, even allowing for player choice and, suprisingly, stupidity. It lets you ask really stupid questions, and the answers you'll normally get back can be equally as funny. I suppose thats what this game has, charm. While it isn't unique in terms of setting or has an overly deep, introspective, thought provoking plot. It does have alot of charm, a very well built combat system, a depressing, but hopeful and great plot, and a world that really inspires the desire to explore. The only limits are the walls of the cave. I would recommend this rpg to anyone who is a fan of old school rpgs, as well as people who enjoy newer things as well, as it has lots of familiar elements, while casting off some of the shackles older games have. If you are a fan of dungeons and dragons, or pathfinder, this is definitely an rpg you will enjoy, and possibly get some new ideas from.. Pretty sure most people know what they're getting into by now with Spiderweb games.This is a remake of a remake, a turn-based, party RPG with an open world, tons of quests, and a legitimately interesting world and story.It's not going to change your life, but it will pass the time pleasantly to be sure.. I recommend this game for true fans of Role Play. If however your take on a RPG is Diablo or Torchlight, forget it.There is probably more storyline in this small download than in the entire Skyrim. There are many long hours of play ahead. I did a restart about 2/3 of the way through as my party was not strong enough and I had not distributed t6he party stats well, combined I have nearly spent as many hours now on this game as I did with DragonAge inquisition.Despite the old school graphics there is quite variety of terrain to explore.The character development is good and straddles the boundary between too simple or too complex well. I suggest you pay attention to creating a balanced party, which is also an area that I feel could be improved. It is too easy to create parties that will simply not work. Having a bow user sounds great, but the game is heavily weighted to swords.Another area which could be improved is the character conversation scripts. Old storylines do not disappear and too often you get into a dialogue that you have already been through a million times before with the NPC – it is almost as if the same people that wrote the NPC scripting for Divinity Original Sin did this one too.
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