If you are a Mercenary or a Paladin (not a fire mage), you can become a Magician of Water upon completing the quests in Jharkendar.
Nefarius will teach you Rune formulas, Saturas will teach you the circles of Magic, and Merdarion will train your Mana.
To avoid unbalancing the Fire Mage, you can only learn 5 of the 6 Circles, and you can't learn all of the spells available.
If this seems limited, I am sorry, but if I were to give you the option of learning magic to it's fullest w/o entering the monastery, there would be no point in becoming a Fire Mage.
This mod was primarily intended to spice up the game, and ease character development, w/o unbalancing the game.
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.
but when you are a mercenary or a paladin you learn str, dex and malee weapon and ranged weapon combat, so what's the point to learn magic? and you'll need even more learning points or the water mage's runes will cost less points?
I dont understand this.You will be able to train the skill till 120?Or what?
Those are the new LP costs. I'm sorry if that was complicated.
If you need further explanation, heres an example. Let's say you want to train Strength. If your Strength score is less than 60, it will cost 1 LP per point of Strength. If it's greater than 60 but less than 120, it will cost 2 LP per point of Strength. If your Strength Score is greater than 120, it will cost 3 LP per point of Strength.
EDIT- Another update. I have received feedback from a couple of people suggesting the mod is too easy. well, release 0.9d will change all of that. Here is the changelist from 0.9d, a little hint at what is to come:
- Joining the Paladins now Grants a +10% Bonus to all Weapon Talents
- Becoming a Dragon Hunter now grants a +15 Bonus to Strength/Dexterity
- Rebalanced Weapons & Armor for values comparable to Gothic 2 Classic (Paladins have Strongest Armor, Dragon Hunters have best weapons)
- Further Strengthened Monsters (Young Wolves & Field Raiders are as tough as original NOTR Wolves/Field Raiders, Dragon Snappers are stronger)
- Upped Stats for the Monsters (So they can not only take more damage, they dish out more damage as well...)
- The Pack Leader of the Snappers in the VOM is about tough as the original NOTR Dragon Snappers, so he's actually more of a challenge to fight.
- Readjusted LP costs for weapon skills/statistics.
- XP Rewards are greatly boosted, but this doesn't mean the game is easier....
The goal for this mod is to make character development easier, not the game itself. This release is intended to make the game HARDER than the original NOTR. v 0.9d is the second 1.0 release candidate. I'm looking for a few lingering bugs, the primary goal is fixing the bug in Henry's Quest, but I'm also making sure there aren't any others still left in the scripts.
Once I am done poring through the mod, and am fully convinced of it's relatively-bug free state, and increased difficulty, v 1.0 will finally be out. Hang in there. It's been a very long two months, but this was totally worth it.
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.
Wow Korianous you've improved a lot your semi-exspansion in these last week... I already played Gothic 2 with your mod so I'll wait sometime before playing again.
but, if you are interested, i have two suggestions:
-one come to mind seeing the screenshot and thinking about what Saturas says: one become a Water Mage only if he gives Beliar's Claw to Saturas
-the second is that maybe only Mercenaries can be Water Mage because Paladins are Order of Innos and have already their specific runes.
Wow Korianous you've improved a lot your semi-exspansion in these last week... I already played Gothic 2 with your mod so I'll wait sometime before playing again.
but, if you are interested, i have two suggestions:
-one come to mind seeing the screenshot and thinking about what Saturas says: one become a Water Mage only if he gives Beliar's Claw to Saturas
-the second is that maybe only Mercenaries can be Water Mage because Paladins are Order of Innos and have already their specific runes.
Yeah the expansion is really getting cool. I have made much headway in the past few weeks, the game is largely rebalanced as well.
As to your feedback, I think the Claw of Beliar looks cool, and is a neat sword, I don't want players to have to give it up to pursue this path.
Also, I have given the option to either Mercenaries or Paladins, for now. I am thinking of changing this though, for the same reasons you described.
I am still testing these quests, and trying to fix the notorious bug with Henry's Quest. When this is all done. I will put v1.0 on the release page.
v0.9d will not be a public beta. However, it would help if I could get a couple of people who are willing to beta test the mod. If you can do this, please send me a PM, with the subject of "Beta Test".
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.
Unfortunately, I really do not have time to playtest the game, as I have much going on in RL, and not to mention, working with other mod projects.
Therefore, would anyone be interested in beta-testing the mod? If anyone can do this, please send me a PM, with the subject "Beta Test". I will send you the files, and will expect feedback and bug reports.
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.
Hey, it's been confirmed. The infamous bug with Henry & the Bandit's Tower quest has been solved!
You should now have no further problems getting into the Pirate Camp for free. 1.0 is right around the corner. Only one or two things still need testing. Stay tuned folks !
Ach Fry, Ich hab dich mehr als der Monde, die Sterne...das...fail.