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Avernum: Escape From the Pit

Avernum: Escape From the Pit

76
92 Positive / 804 Ratings | Version: 1.0.0

Spiderweb Software

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Download Avernum: Escape From the Pit on PC With GameLoop Emulator


Ang Avernum: Escape From the Pit, na nagmumula sa developer na Spiderweb Software, ay tumatakbo sa Android systerm sa nakaraan.

Avernum: Escape From the Pit sa PC

Ang Avernum: Escape From the Pit, na nagmumula sa developer na Spiderweb Software, ay tumatakbo sa Android systerm sa nakaraan.

Ngayon, maaari mong laruin ang Avernum: Escape From the Pit sa PC gamit ang GameLoop nang maayos.

I-download ito sa GameLoop library o mga resulta ng paghahanap. Hindi na tumitingin sa baterya o nakakadismaya na mga tawag sa maling oras.

I-enjoy lang ang Avernum: Escape From the Pit PC sa malaking screen nang libre!

Avernum: Escape From the Pit Panimula

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.

Show More

Download Avernum: Escape From the Pit on PC With GameLoop Emulator

Avernum: Escape From the Pit sa PC

Ang Avernum: Escape From the Pit, na nagmumula sa developer na Spiderweb Software, ay tumatakbo sa Android systerm sa nakaraan.

Ngayon, maaari mong laruin ang Avernum: Escape From the Pit sa PC gamit ang GameLoop nang maayos.

I-download ito sa GameLoop library o mga resulta ng paghahanap. Hindi na tumitingin sa baterya o nakakadismaya na mga tawag sa maling oras.

I-enjoy lang ang Avernum: Escape From the Pit PC sa malaking screen nang libre!

Avernum: Escape From the Pit Panimula

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.

Show More

Preview

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Information

  • Developer

    Spiderweb Software

  • Latest Version

    1.0.0

  • Last Updated

    2012-04-11

  • Category

    Steam-game

Show More

Reviews

  • gamedeal user

    Jan 16, 2015

    I've been loving this game so far. I was recently reminded that I had this, because of the release of Crystal Souls just the other day.. and boy am I sorry I forgot about Avernum for this long. I should have played this ages ago! First thing I wanted to do was clear up the order these games are supposed to be in, because with so many Spiderweb Software games, it can be a little confusing to newcomers (like myself, until I did some research) This is a remake of "Avernum" which itself is a remake of "Exile: Escape From the Pit". The newly released Crystal Souls is a remake of Exile 2/Avernum 2. Exile 3/Avernum3 is also supposedly getting a second remake in the future. I know that sounds confusing, so just know that this game, Avernum: EFtP is the first game, remade for the second time. Also, I've been told that the stories are self-contained, so you don't really HAVE to play them in order. Though, with a world as unique as Avernum, I bet it helps in understanding the lore a bit. So what makes this world so unique? Most fantasy RPGs take place on the surface of a very earth-like world. There's plains, mountains, forests, rivers, lakes, etc.. it all looks very familiar. In Avernum, that sort of place exists.. but that's not where you play. You, your party, and countless other individuals have all been exiled to the underworld. It's a vast underground cavern, whose light comes from glowing moss on the ceiling. People survive by growing edible mushrooms, and receiving occasional supply shipments from the Empire.. the very people who sent everyone down here. There are some cows, sent down by the empire, but without proper food, they grow sick and weak quite quickly. Mages have managed to create things that kinda look like trees, just so the citizens have wood to build with. Magical equipment is extremely rare in this world.. It's all but impossible to create any, so most of it comes from adventurers who were sent down to Avernum with their gear, then were killed and looted. It's a harsh world. Despite all the hardships, though, people have banded together to form towns, forts, and a government. Of course some still decide to rebel and become bandits, or seek a way to rise into a position of power, but most people seem to live in harmony and cooperate. And that's a good thing, because if they didn't work together, they'd never be able to fight off the Nephilim (cat people who hold a grudge against all humans for being sent down to Avernum) and the Sliths (lizard men, apparently native to Avernum, and most of them crave human flesh.) The gameplay is exellent. At the beginning of the game, you create a party.. your people can be whatever class you want, or 'custom'. You spend a lot of your time walking around as a party, talking to people, getting quests, learning about the world, etc.. there are blacksmiths and such in every town, to buy equipment from. There are secrets to find, and plenty of loot to pick up.. When you're not in a town or dungeon, you'll be on the overworld, where everything is zoomed way back. You can encounter enemies, special events, and other stuff out on the overworld.. and of course also travel from place to place. The overworld is pretty darn big, and there are a lot of places to go. When in combat, the game turns turn-based.. You move and attack with your characters one at a time.. Each character has a certain amount of AP to move with, and are allowed to attack once, or cast 1 spell per turn.. It's simple, but not TOO simple. It has a good flow, without sacrificing too much strategic depth. When you level up, you're able to assign attribute points, improve your skills on the skill tree, and sometimes pick a new perk/feat as well. Pretty basic leveling up, but again simple/basic isn't a bad thing. The game manages to do a lot with what seems like simple mechanics. The main thing that will be an issue for some is that the graphics look very dated... and I'm sorry to repeat the same thing everyone else says, but here it goes... Graphics aren't important. Maybe it's different for people not old enough to have grown up with older-looking graphics, but it doesn't bother me. Sure, I like a pretty-looking game from time to time.. but it's really not a requirement for me.. but, of course, not everyone will agree. Everybody has thier own opinions.. so take a look at the screenshots. If it looks unbearable to you, don't get it. If you think you can put up with oldschool graphics in order to play an amazing game, get it. Anyway, I feel like I've written a much longer review than most people will bother to read, so I'll cut it short here. Thanks for reading.
  • gamedeal user

    Dec 2, 2013

    Addendum: As of Nov 2016, I nominated Avernum for the “I Thought This Game Was Cool Before It Won An Award” Award. Second remake of the classic Exile series' first part, Avernum: Escape From the Pit is classic roleplaying at its best! Basically, you play as a party of adventurers, who were exiled into a huge cavern, Avernum, far below the surface of the world. You have to find a new purpose here, which basically means doing all kinds of odd-jobs and quests for mayors, wizards and kings of the underworld and, while you're at it, trying to escape your dark prison. The controls have been streamlined for the 2010s. Like in Avernum, the first remake, the game is still isometric and tile-based. However, you can finally control the characters efficiently with a mouse. This works splendidly, though the controls have frankly lost some of the function of the earlier games: e.g. you can no longer close doors (unless I've yet to discover how). Also, the pathfinding algorithm does some weird stuff sometimes when your preferred path is blocked, making characters run into wrong direction (and at worst, their DOOOOM). There's still no music (except in the title screen and the few cut scenes): use your favorite epic adventure music instead. Skill system has basically been remade, though the comedic art of the skill descriptions has been appreciatively retained. Skills are now learned in trees, with a basic skill in the bottom and every subsequent skill requiring the below skills before they can be developed. Also, characters gain bonus traits every few levels gaining small bonuses to different skills and stats. It's a matter of taste if these are good or bad changes, but the whole works nevertheless quite fine. Combat has always been a rather important part of Avernum series. Turn-based, the basics are still there. However, some additions and changes have been made. Warriors have gained special skills called battle disciplines to supplement their fighting ability, making them a bit more interesting and tactical than before. Spells have been remade as well since original Avernum. Particularly, all the blessings and curses have become area effects, and multi-hit spells are now cone or area attacks instead of simply hitting a number of targets. Frankly, the hard-coreness of the series has dulled quite a bit with this latest installment. No longer are the dark dungeons truly dark, as you don't benefit from bringing a torch or casting light spells (which were actually removed altogether). There is no need to eat to satisfy hunger nor deal with dangerous diseases, and death is no longer so much a set-back as party is automatically resurrected and healed at a friendly town, removing the need for inns and renting rooms. You may no longer jump down ledges (which was never that healthy anyway). Identification of magical items has also been removed (albeit hilariously explained by "adventurers having better training nowadays"), and potion making has become a trade secret of alchemists, so your party can't learn it itself any longer. Spiders no longer say "hi!" in a high-pitched voice audibly. Along with these changes Avernum has lost part of its legacy and spark. What is left, however, is an excellent RPG adventure in a unique fantasy world. The streamlining makes the game more accessible and lets the player concentrate on what's really important: dialogue, exploration and questing. And their implementation is simply brilliant. There are tens, if not hundreds, of characters in the game who all have their own dialogue trees, and several tens of dungeons and towns to explore, everyone of them extremely detailed. Enemies are still dangerous, and mini-bosses and bosses are refreshingly difficult to beat. Game is not only high-quality, for there's also quite a lot of it. My first play-through, on Hard difficulty level, lasted about 80 hours. Want to just experience the story? Play on Normal or even Casual difficulty, and you may even change it mid-game. However, the highest difficulty level, Torment, provides an amply named challenge for an experienced player, requiring advance planning and lots of re-exploring in areas that were previously too dangerous. Seriously though, I recommend playing your first game on Hard difficulty at max, as Torment can get tedious if you don't know where to go for the next admissible challenge. TL:DR? Excellent dialogues. Robust tactical combat. Addicting exploration. Epic questing to become true heroes. Not convinced? You may as well give it a try. The demo is available at http://www.avernum.com/avernum/index.html, letting you play through, I believe, about one third of the full game.
  • gamedeal user

    Jul 21, 2015

    Avernum: Escape from the Pit is a fantastic '90s era single player turn based RPG that draws from the best the decade had to offer. RPGs thrived in the 1990s, and for good reason. Games like Avernum (when released in 1995, it was called Exile: Escape from the Pit) aimed to get their player lost in an intriguing world for hours upon hours, leveling up characters, exploring an in-depth story and learning about the game world from multiple NPCs with varying opinions on the world around them, and finding hundreds of secrets (yes, hundreds). These RPGs were made by developers with imaginations that were close to perfection, back when people made games because they loved games and sharing fantasy game worlds they'd created with others, not simply making them to drain wallets and hearts. The game starts out after your party of characters (which you customize, of course) are thrown into the deep abyss known as Avernum. Avernum is a series of underground caverns that serves as its own subterranean nation far beneath the surface of the world, and is the trash bin that the powerful Empire uses to throw away people who speak out against its rule on the surface. It is effectively a prison, where you are locked away from sunlight and the surface forever--unless you plan to do something about it. It is here where the Avernum series distinguishes itself from many other RPGs. Although Avernum is not a dungeon crawler by genre, it has that feeling of isolation, desperation. You want to get OUT of this underground prison, and the injustices made against you and others you meet in Avernum make you yearn for revenge. Avernum is one of the few fantasy worlds with a dystopian feel; the Empire is this world's Big Brother, and you have the ability to get your revenge, try to escape, or even accept your fate and learn to embrace Avernum. (And thus, this gives you three separate ways to beat the game through various questlines.) This is not a mindless RPG. Don't go into this game desiring mindless fun, for you will have to read quite a bit, manuever Avernum's cave systems via map systems, and retain information about quests, as the game doesn't hold your hand with doing so. The game does have a journal system that is VERY nice for its time; when you're speaking to an NPC who says something worth noting, you can "record" their speech with the click of a button, so you can pull this up at any time. This comes to be very useful, as quest notes don't update as you progress through a quest, so it's up to you to pay attention and know what the next step is. Despite all this, Avernum stays very much so to the right side of the line when it comes to tedium. I encountered no game-breaking quests during my playthrough like I have with other RPGs of the time (Divine Divinity, I'm looking at you, though I love you so). It IS possible to kill NPCs that you'll need for certain questlines, though the other questlines are still available, and there is also a cheat system to help you through this as a last resort (just look up your problem online). I think the best thing about this game is just how interesting it is. I love RPGs because I like escaping to a different world for a bit and getting lost in its complexities; I also love exploring and finding secrets, new towns, or a hidden area of a map. This game has that, and its story makes it even more worth finding those extra tidbits. This game has so much to do and so much to explore that it has what I like to call "Skyrim syndrome", where sometimes you'll look at your quest log and weep at all you've failed to complete. If throwing yourself into a world is what you're into, I can think of few better worlds than Avernum. I personally give this game a rating of 9.5/10. This is a must have for RPG fans and fans of games from the 1990s in general, back when games threw themselves at you with days worth of content with a grin that said, "I dare you." This is a game that you will work hard to conquer, a game that will make you feel liberated when you beat it, and a game that will be a source of fond memories for years to come.
  • gamedeal user

    Oct 21, 2014

    At first you might be 'revolted' by the dated graphics. Then you might laugh at some 1990ish RPG your looking at. Force yourself to put at least a couple of hours into it and soon you will find yourself hooked. You got the crapiest equipment starting out and you will have to earn what you keep to survive. No freebees like modern games throw at you like candy at a parade. You will respect your CRPG awesomeness by giving this game a chance and then seeing if you got it to survive escaping the underdark to the surface! Good luck you will enjoy the journey!!!
  • gamedeal user

    Jan 6, 2014

    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.
  • gamedeal user

    Mar 26, 2016

    This game used to be a charming experience where magic, fighting bows and fantasy came together in a unique way. The game is far butchered now compared to it's older version. Before: Up to three levels of spells in both priest and mage classes so that you can indulge in a magic fantasy playing the game. With secrets at every turn for your wizard to decode and dangerous territory where they have to show their wit in using their magic to upgrade their arsenal and using it creatively to beat the lords of magic themselves, the slitheraki or however you spell that... Now: Even with three levels of spells you are limited to 5 spells either mage or priest. Mages might as well be replaced with archers until you find a spell that can hit more than one target. Priests are nice for minor heal but cannot bless the party for a long time. Now: Speaking of buying, selling and upgrades... nothing you get from battles is worth anything... There are times that have values that shops will not take anywhere. Items worth 240 suddenly worth 6 in a shop... Before: Things costed alot but you could sell items during battle, find money and not [5 coins] per 3 mobs or even find loot that is an upgrade to what you had without going into their preset dungeons. Before: A game about survival where your party had to eat in order to sustain themselves so sleeping outdoors while sometimes bad was a way of hunting AND healing your party. If you didn't play this well, you'd end up with having to remake characters you put time into because they died. [Unless you found/decoded a high level revive spell] Now: The revive spell is in the game but... what's the point!? You can walk into town and get free heals. "Survival" You don't need to eat anything. The food items aren't even worth picking up, they heal you for garbage amounts. Speaking of which rather than enriching their item pool and allowing you to diversify how you play, they've just created more garbage for you to pick up. Before: The game was hard but you could select information out of conversations you had with people in order to find interesting things to do and tidbits of information. The quests that you took up on your own accord were the experience to level up your party and when you came back to claim the gold reward after barely surviving that was the icing on the cake. Now: THe quests give experience because the mobs sure don't give enough. You are forced into conversations where you have pre-established answers which sound nothing like what you'd even ask about in a conversation to the point where it makes you seem really naive or stupid. Hell half of the information you can ignore and walk into who needs conversations anyway. Also they'll mark it on the map for ya, no need to explore or be a cartographer. Before: Having useful skills in and out of combat was possible and while not needed sometimes made the return to civilization what little you got pretty fun. Now: Some things are taken out because during a level up you really don't get all that much to train yourself. It's probably due to the fact that the items and money drops from mobs are garbage because in the old Exile you had to not only have leveled up to train and allot points, you also had to pay for the training. Now you somehow train yourself cuz you know everything you just don't have "EXP" and only casters suffer the need of learning from someone else. Before: Armor reduced damage, better armor reduced it better. These were flat amounts. You still needed hp, magic doesn't care about your armor and the strongest foes can use magic that you like to use all the time! Now: Enemies don't need to use magic to overwhelm you because armor only increases the damage you reduce by a percentage. So rather than buying something nice to actually protect yourself it's more like you will always take damage from a foe but can lower it somewhat. Mind you that healing in battle either cost money [which you won't have] via potions or mana [which cannot be healed outdoors or in dungeons even by waiting in safe areas that you've explored and mapped like a smart survivor.] Exile used to be a brutal game where you felt like you were thrown down the pit and each battle brought you closer to your goal of getting out. This version either you play at a low difficulty and give yourself a yawn fest or you play at a high difficulty and wonder why you play. This isn't one of those "Strategizing rpgs" at that point, it becomes a luck and trial game because the game cannot sustain itself. I did play it on the strongest difficulty but that's because I played it before expecting the same fun gameplay with a tough twist. Instead the gameplay is boring and now feels like a rip off of newer games. [Questing for exp, dumbed down, does not self sustain, barely on topic, pompous pretending to make something hard with modes when it's just a percentage modifier to things that are there already... Give me back Exile. I am glad I only bought Avernum for 3 bucks but it really wasn't worth that either!] Also for those who get a tiny bit in... Spray acid...
  • gamedeal user

    Oct 22, 2015

    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.
  • gamedeal user

    Oct 26, 2015

    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.
  • gamedeal user

    May 3, 2022

    Is this 3rd gen version of Avernum 1 is worth buying and playing over the Avernum 1 2nd gen version which is part of the Avernum 1-6 compilation sold here on Steam.? I definitely think so. IMO, unlike Baldur's Gate Enhanced Edition, the differences between the two Avernum versions is significant enough to warrant an upgrade. The UI is totally overhauled, and the graphics are much more detailed and rich. The game is also huge - took me around 40-60 hours to beat. Playing most of the side quests can even add more time on, so yes there is great value in the game. I love this game. I think the underground empire for exiles setting is unique and extremely interesting to me. Unlike a lot of other generic fantasy settings, I found myself identifying with the characters and thinking a lot about what I would do in their situation. The world is SO interactive and vast - lots of NPCs, Quests, side stories, choices to be made. In fact there are numerous endings based on important choices you make in the game that really define who you're characters are in the world. Big thumbs up from me.
  • gamedeal user

    Apr 30, 2014

    You have to like old school dungeon crawlers to appreciate the game. Having said that it was everything an old school RPG game should be about. I'm a bit of a 1-time-pass-thru-completionist (rather than quick finish to replay for alternative paths) and I got almost everything done in 187 hrs. There was only a few times I felt it was tedious play and that was with the friggin horrible "lights go out, so you must click millions off times to move inches" periods. The game does have a few minor bugs, like some times in teleporting your party members can end up inside room objects and freezes game for reload and if you happen to double click when casting sometimes your party members cast fake spells and move (when not supposed to move at all) so wasted turns can happen in middle of battles. BUT even with those minor bugs, the game was so fun and challenging I didnt mind over looking them. Newer more expensive games with better graphics have been doing much worse lately. Just suggestion, but go into settings and set party to move in fast mode or you might want to kill them yourself waiting to move very far! I'm definitely a fan of Spiderweb after this intro and I've already purchased x3 more Avernums based off this one. If that helps you decide in a purchase.
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