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Once you finish with this game, there's an amazing mod for it, where you get to play as Velaya (the bathing girl) in the aftermath of...what you are bound to experience. Very nice thing, far above most other mods for Gothic 2.
Also, Nadja is perhaps the most action you'll get. Straighten up and look alive, you've got demons to kill and kingdoms to save, no time for them lasses.
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Well, there is a thieves guild but it's only with side quests, you can't progress with them unless you already join one of the 3 guild. Go to the bar it the harbor, if you have caught their(thieves guild) attention the barkeeper should tell you that someone is waiting for you somewhere. And than you have to take a swim.
Oh and just so you know, in order to enter the monastery you must join them first, or you already know that.
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Ah, right, that locked door in the harbor I'm guessing? Somebody told me the bow thief jumped into the harbor and vanished; that looked to be the most likely spot he could have gone.
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Here is what you need to do for the Thieves Guild
If you even try to look the other way...
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^One of your spoiler advices (namely number 2) is incomplete.
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Can't seem to know what is incomplete...Hakon tell's you that he was attacked by bandits on his way to Khorinis...and then you take care of the problem for him...hm?
If you even try to look the other way...
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Yeah, I got to the Thieves Guild last night. Haven't done anything yet, but I'll probably mess round with them for a few more levels before traveling to the Monastery. Could the incomplete quest be Spoiler #1? I bunged that one up first time through:
I heard you've got to craft your own runes this time around, right? Anyone know the limit on how many spells you can learn? I don't want to make a whole bunch of low level runes, only to discover that I've run out of raw materials for high level ones.
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Zitat von SkullX
Can't seem to know what is incomplete...Hakon tell's you that he was attacked by bandits on his way to Khorinis...and then you take care of the problem for him...hm?
You were trying to help him get into the guild, by helping the criminals. You should have mentioned, what do you do after you defeat the forest bandits.
Zitat von doros
I heard you've got to craft your own runes this time around, right? Anyone know the limit on how many spells you can learn? I don't want to make a whole bunch of low level runes, only to discover that I've run out of raw materials for high level ones.
I can't say for sure, but off the top of my head - I think there are between 15-20 blank runes available. That is, including all those you get through successful questing, merchants, finding in tough spots. There are a couple of ready runes that you do find in the world (besides the teleport ones), but they are quite low level and by the time you find them, you'll have better.
Also, just before you join the monastery, bear in mind that the final reward, upon completion of the addon branch is unavailable to you in the same way it would otherwise be to the other two guilds. The alternative you get is....quite frankly bad.
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Zitat von Tratos
You were trying to help him get into the guild, by helping the criminals. You should have mentioned, what do you do after you defeat the forest bandits.
Ah, that's right! The NOTE! make sure you give that note to Halvor, what the heck! Can't belive I forgot already, today i'm replaying Gothic 2 NotR
If you even try to look the other way...
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Oh, bloody hell. Am I seeing this right? Fire Arrow costs FIVE MANA? A single dinky Fire Arrow eats up as much juice as a fully-charged Fireball did three weeks ago?!? Are all spells absurdly inflated like this, and how the hell is this supposed to work in the long run? It costs more to get MP now than it used to, yet I'll need five times more for the same oomph?
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Well well, you have been warned of course. Gothic 2 Night of the Raven as a mage IS the hardest bit of any gothic game.
It gets worse. In Vanilla G2, the damage to mana ratio was 6 to 1 for the most part. In NotR it's 5 to 1, but in the latter circles it gets really messed up. I would like to see your reaction when you come across the spell that requires 100 mana and deals 200 damage. Pity, it has such a cool spell effect.
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Zitat von Tratos
Well well, you have been warned of course. Gothic 2 Night of the Raven as a mage IS the hardest bit of any gothic game.
It gets worse. In Vanilla G2, the damage to mana ratio was 6 to 1 for the most part. In NotR it's 5 to 1, but in the latter circles it gets really messed up. I would like to see your reaction when you come across the spell that requires 100 mana and deals 200 damage. Pity, it has such a cool spell effect.
is that large fireball or large firestorm? can't recall well
Here is my advice about spells:
Circle 1: Fire arrow, summon goblin, heal light wounds
circle 2: fireball, fear
circle 3: summon skeleton, ice lance(or was it circle 2?), small fire storm(for 2+ oponents which are near to each other)
circle 4: ice block, storm(storm is probably fifth circle)
circle 5: Summon demon, wave of ice
circle 6: fire rain, army of darkness and special rune you get as a mage
Optional: Heal medium/heavy wounds, Lightning, Ice arrow
Spells like ball lightning, large fireball/firestorm are ,,charging spells", you charge them through time like with fireball in Gothic 1, they look good but mana cost is HUGE with really low dmg
as i said, fear is a must spell... it's great, it can fear any1...
Geändert von Zeri0n (15.08.2011 um 18:36 Uhr)
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I expected magic to follow, you know, regular magic rules. Weak to start, gets better by the end. But this, this is like useless to start, who the hell knows by the end! There's... there's no MP tweak mods available, are there? To balance things out a bit?
Still, I'm sticking to my guns. Nameless was a dual circle Mage in my g1 playthrough, so RP demands I go for it.
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Zitat von doros
I expected magic to follow, you know, regular magic rules. Weak to start, gets better by the end. But this, this is like useless to start, who the hell knows by the end! There's... there's no MP tweak mods available, are there? To balance things out a bit?
Still, I'm sticking to my guns. Nameless was a dual circle Mage in my g1 playthrough, so RP demands I go for it.
Well it's notr... i told you... don't spend points on fighting skills and str/dex
only mana, mana, mana, mana, mana, circle, mana, mana
You need LP to learn how to make a rune
Be an alchemist too
1 thing bothers me a lot... it's that for making a potion (any potion) you need meadow knotweed which costs 100 gold and it's not so easily found
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Zitat von Tratos
I would like to see your reaction when you come across the spell that requires 100 mana and deals 200 damage. Pity, it has such a cool spell effect.
Some spells might be messed up but as a general rule I think it's ok for the mana to damage ratio to be exponential.
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Yeah, but you'd expect it to stay constant, or at least improve.
Otherwise, if spamming 5 low level spells deals the same damage and costs the same mana as one high level spell, you'd want to stick to just the low level one and save yourself the 5 lp. There has to be some incentive for making new runes, otherwise you can just stay with ice lance forever.
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Does this naff magic system clear itself up in G3? I've already got an unfairly balanced 120 damage rapier in my hands, so I can deal with a bit of BS in regards to my magic... but Beliar Alive I hope they fixed this in the next game.
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I'm very sure there is a mod, that improves this Mana thing in Gothic 2 Notr, Mage Mod or something...i can't remember, can i have a cookie?
If you even try to look the other way...
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Zitat von SkullX
I'm very sure there is a mod, that improves this Mana thing in Gothic 2 Notr, Mage Mod or something...i can't remember, can i have a cookie?
There is a rebalancing mod, well not a mod, but a mod kit in which you alter exp gained, hp gained(by lvl) LPs gained(by lvl) scroll/rune manacosts and some more thing too... Try it without it, play pure mage in g2 notr, you will enjoy it later
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Zitat von Tratos
There has to be some incentive for making new runes, otherwise you can just stay with ice lance forever.
I can give you one: opponent's armour vs. magic.
There's a quite a few opponents who need more than 100 magic damage to be hurt (highest is 300, it seems, but only one opponent with that exists).
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