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    [PUBLICATION] Yet Another Unofficial Patch v2.5 (for Gothic II NotR/Gold)


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    Enter PATREON to support this modification, home.



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    Enter DISCORD to discuss this modification, bro.


    GAME: Gothic II NotR/Gold (any CD/DVD or GOG/Steam in 2.6/2.7 version)
    CURRENT MOD VERSION: v2.5
    MOD LANGUAGE: [Bild: dp7pspw83vdr9skdj.gif] English only
    COMPATIBILITY WITH: All language versions. (You will have English subtitles/captions/descriptions with the dubbing in the language of the originally installed game.)


    ***

    Yet Another Unofficial Patch is, you guessed it right, a patch modification for Gothic II NotR/Gold! YAUP supplements the original game with a collection of bug fixes, improvements in several areas, updated execution of certain innate mechanics, and improved linguistic conveyance, while staying mostly faithful to Gothic II's gameplay. That means the player won't be showered with a plethora of new exciting lands, prepossessing characters, and inventive adventures... except the familiar Gothic II journey, but smoother than ever. Most vanilla inconsistencies were squished, resulting in the same good old Gothic formula, from the Chapter 1 to the Chapter 6. It's recommended for all "purist" players out there, but other types of fans, including the fanatic ones, who want something extra with a decisive value edge, should find YAUP to their liking.

    THE FEATURES:

    - Ability to buy back any weapon, melee or ranged, that a trader has equipped, for wares browsing impunity
    - Acrobatics is now a regular skill the player can absorb from the certain three teachers
    - Almost all textures were doubled in size and augmented with inbuilt responsive grain, in order to make them sharper and less resistant to brightness/contrast/gamma controls manipulations, while mostly preserving their classic look, all without significantly increased demand for hardware resources
    - Colored or recolored spell scrolls/runes and many other items for an easy equipment awareness
    - Consistent pricing system for almost all items and goods
    - Corrected all Quest Log entries, and added a couple of new ones for those "hidden" quests that were lacking them before
    - Cosmetic and aesthetic changes and fixes of all variety in abundance
    - Crafting of certain items in greater quantities than one for less tedium; currently only for the things created at pans/stoves and alchemy benches; mass steel heating and mass forging are coming soon
    - Eliminated exploits for the several dozen characters and their connected quests
    - Enabled cheats, part 1: cheat as much as you want, because there is no point in disabling something that is an essential section of the game
    - Enabled cheats, part 2: translated and streamlined all dialogues of all cheat characters to English
    - Enhanced options menus, including a lot more options that were hidden inside the config files so far; some will require to restart the game
    - Fixed problems with several dozen quests, especially where items being transferred are involved
    - Fresh names for several NPCs to differentiate them from the common folk; they won't provide new quests, only just new names
    - Frying all kinds of raw meats and mushrooms at pans/stoves is now a thing
    - Keys have their own category in the inventory, so they won't mix with the other items anymore
    - Massive amount of corrected typos, spelling errors, and inaccuracies to the game's texts; English only
    - More believable and logical changes to the damage system depending on slashing, bludgeoning, piercing, fire, and magic damage types
    - More characters can now have their pockets checked with the pickpocketing course of action; also, implemented a special Log Entry to track pickpocketing successes/failures
    - New fonts for both big and small texts
    - New minor loot for felled entities that didn't have any previously
    - No achievements or auto/cloud saves or centered dialogue options or onscreen counter of defeated enemies/inflicted damage/available missiles or two-handed weapons splash damage or XP bar or cinematic bars or "trialogs" or gods karma system or auto key removal or time/date display
    - No additional equipment requirements for usual crafting spots; like hammers for anvils, pans for pans/stoves, pincers for rune tables, etc.
    - No exhaustive manipulations to LP system
    - No hunger, thirst, encumbrance, sleep deprivation, or stamina systems in place
    - No multiple artificial difficulty settings to select from
    - No options for the guildless playthrough or with the addon disabled or as a water mage
    - No ultra HD texture, DX11 renderer, hyper dense grass, or free aiming mods included in the package
    - Possibility of taking items from dead NPCs at several points of the game, where it wasn't a feasible option earlier
    - Revamped names and/or meshes and/or textures for the majority of potions, jewelry, stone tablets, and other equipment for a greater diversification
    - Revised inventory and equipment for a lot of NPCs
    - Simple backstab/sneak attack mechanic that scales with the player's value of Dexterity
    - Summoning system that depends on the summoner's level of experience to prevent summon spamming and encourage conscious spellcasting
    - The Valley of Mines is a bit harder and this includes the difficulty of the dragons
    - The issue of not leveling properly while transformed was eliminated
    - The issue with randomly changing values of weapon skills caused by transformations was put to sleep; includes weapons, accessories, and other items that might interfere with the erroneous outcome
    - The player's gait will change depending on the guild they belong to
    - Visiting the missing locations from the first Gothic installment, in the Valley of Mines, like Free Mine, inside of Xardas' sunken tower, orcish graveyard, orcish village, fog tower, and several others, is possible now
    - Water mages use their own spells in case of trouble
    - When training, only the actual value of training in the given attribute/weapon skill is taken into account; bonuses from stone tablets/elixirs/blessings/foods are considered "magical" and not recognized in the training formula, hence these items can be consumed right away; overall, that means having a much better "LP liquidity" in the long run; this change also terminated the infamous "+5 investment jump" exploit as well, because all values are now calculated in absolutes
    - Zero cliche tropes like permanent maximum Health bonus potions brewed from berries, cooking yourself a plethora of cuisines at cauldron, or all armors from Gothic Sequel that are in every other mod
    - And much, much more!


    ***


    THE SCREENSHOTS:


    ***


    THE INSTALLATION
    GUIDE
    WITH DOWNLOAD LINKS:


    Spoiler:(zum lesen bitte Text markieren)
    The installation guide is "stone set" and extensively tested for the best compatibility and performance, with constantly developed and updated Union being its base. If encountered any problems with crashes, lagging, launching, and/or stuttering, refer to the guide of "THE CRASHING, LAGGING, AND STUTTERING" section below. Do NOT install any script patches (like Fizzban's, Lord Sargon's, Gothic II Gold UnPatch, IronKeep Community Patch, etc.), script extenders (like Ninja/LeGo/Ikarus), non Union plugins/modkits/patches (like Free Aiming, Stamina, Better Torches, Lockpick Helper, First Mage Kit, Mana Regeneration, Item Map, Autosave, Show Game Time, Always Show Important Stats, etc.), various fixes (like Steam Fix, 4GB Patch, LAA Fix, Gothic Report v2.6 Revision 2, Final Gothic II Gold EXE, etc.), variables editor (GVE, etc.), saved games editors/fixers (GIISGE, guides, tutorials, etc.), or SystemPacks (of any versions), because none of these is supported in any form, since it is either incompatible/not needed, or is covered/superseded by either the mod or the Union (or Union plugins [or will be by them at some point in future]). Due to undocumented installation procedures the well known Spine mod manager is not supported and is discouraged.

    Required (needed; must be installed before playing the mod):

    Spoiler:(zum lesen bitte Text markieren)
    1. Install clean Gothic II NotR/Gold as administrator. It may be from retail CD/DVD or GOG/Steam. It may be of any language, and it doesn't have to be in English. Make very sure it's NOT going to be installed in any Program Files folder. Make ultra sure the path does NOT contain any special ASCII characters of Russian, Polish, German, Spain, Romanian, Italian, etc. origin.
    2. Download the Resource Manager v3.4 for Union's assets and packages, then move it to the Gothic II NotR/Gold root directory. Launch it as administrator, choose the English language from the initial menu (do NOT select any other language, even if it would match the one of the current Gothic II NotR/Gold installation), then select the "Union" directory from inside the manager that's to the left. // If having issues with running Union, download and install the latest Visual C++ Redistributables cumulative package from GitHub.
    3. Download (click on the box), then install (click on the box again once this selection is downloaded) the "PlayerKit 2.8 + Patch for x64 systems" (or "PlayerKit 2.8 + Patch for x32 systems" if you have 32 bit OS) in the Gothic II NotR/Gold root directory.
    4. Download (click on the box), then install (click on the box again once this selection is downloaded) the "Union v1.0j" package in the Gothic II NotR/Gold root directory.
    5. If you didn't do that before, launch the game at least once, via Gothic2.exe or a shortcut leading to it, so it could create various required configuration files.
    6. Download Yet Another Unofficial Patch v2.5 (780 MB), then unpack its contents into X:\Gothic II NotR/Gold\ main installation directory.
    7. Launch GothicStarter.exe, select this mod, and play.


    Optional (recommended; can be installed any time):

    Spoiler:(zum lesen bitte Text markieren)
    1. Download OptionalPlugins and unpack it to X:\Gothic II NotR/Gold\DATA\ installation sub directory and overwrite if needed; feel free to select only the desired plugins. The archive is the collection of the tested Union enhancement and bugfixing plugins in their newest versions:
    - Union Sneak Fix (Union_SneakFix.vdf): fixes issues, bugs, and errors related to all, each, and every sneaking state(s)
    - Union Timed Overlays (Union_TimedOverlays.vdf): fixes the bugs related to "timed" animation states not being saved on (re)load, like the effect of speed potions and some others
    - Union Torch Hotkey (Union_TorchHotkey.vdf): enables the T keybinding for torches in the inventory
    - Union Collide Fix (zVFXCollideFix.vdf): fixes the bug related to AoE spells inflicting doubled, tripled or quadrupled magic damage at times
    - Union Trolls' Boulder Throw (zTrollStoneThrowing.vdf): enables trolls to hurl boulders, giving them a very brutal ranged attack
    - Union Spell Fix (Union_SpellFix.vdf): fixes various collision issues with certain spells
    - Union Underwater Plane Fix (zUnderWater.vdf): fixes the issue of being able to see underwater with no usual blurred visibility of liquid under certain angles and circumstances
    - Union Miscellaneous Fixes (Union_MiscUtils.vdf): fixes lesser engine bugs, fixes the burning torches not being saved on (re)load, enables auto key removal, enables marking new or unread items in the inventory, enables new diary updates being shown first, fixes the infamous "too many keys softlock" bug, and etc. Fully configurable via Gothic.ini; the options' descriptions can be found in the Resource Manager, under "Top Layer", then "Union Misc Utils".
    2. Download Upscaled Gothic II Gold Videos v1.0 (1.35 GB) and unpack it to X:\Gothic II NotR/Gold\ installation directory. //This patch upscales all the English Gothic II Gold videos to 720p resolution with addition of an advanced rescaler for better quality.
    3. Any plugins/modkits/patches from the Resource Manager itself. Almost always they are compatible and easy to uninstall if not. However, only those listed above were fully tested.


    Supplementary (purely optional, since it's either still in development or not tested in depth for the best compatibility or will outright clash with YAUP's own assets; may result in errors and/or glitches and/or corrupted saves; can be installed any time):

    Spoiler:(zum lesen bitte Text markieren)
    1. Everything any D3D11 modkits related.
    2. Everything any texture packs if they contain additional animations, objects, and/or meshes. // If they contain textures and textures only, then it's safe to install and use them.


    ***


    THE CRASHING, LAGGING, AND STUTTERING:

    Spoiler:(zum lesen bitte Text markieren)
    Work in selective combination, and were compiled into a list by collecting known causes reported over the years:

    0. If you experience crashes and/or lagging and/or stuttering, you should change "SaveGameToANSI = 0" to "SaveGameToANSI = 1" and "SaveDATinASCII = 0" to "SaveDATinASCII = 1" in Systempack.ini (under "[GAME]" section).
    1. If you experience crashes, you should disable Steam game files auto validation/verification and/or Steam Overlay.

    2. If you experience crashes, you should disable (borderless) windowed mode.
    3. If you experience crashes, you should disable switchable multidisplay configuration and bind Gothic2.exe to only one display.
    4. If you experience crashes, you should cease ALT-TABbing.
    5. If you experience crashes, you should disable G-Sync for Gothic2.exe.
    6. If you experience crashes, you should rename the mod archive's extension from .MOD to .VDF and move it to
    X:\Gothic II NotR/Gold\DATA\ installation sub directory, and then launch the game via Gothic2.exe.
    7. If you experience crashes and/or stuttering, you should enable (or disable, if it was enabled) compatibility mode to Windows XP Service Pack 3 for Gothic2.exe.
    8. If you experience crashes and/or lagging and/or stuttering, you should change "High DPI scale override" for Gothic2.exe to "Application".
    9. If you experience crashes and/or lagging and/or stuttering, you should change the option of "ReserveInMb = 50" to "ReserveInMb = 300" in Systempack.ini (under "[SHW32]" section; add it, if it's not there).
    10. If you experience stuttering, you should disable (or enable, if it was disabled) the shader cache for Gothic2.exe in the graphic card's control panel.
    11. If you experience stuttering and/or lagging, you should set the View Range and Object Fading settings to 200-220%.


    ***


    THE ISSUES TRACKER:


    Spoiler:(zum lesen bitte Text markieren)
    Things I cannot fix or solve with this patch as of yet. But might be able to do that in the unspecified future.

    0. {The game crashes when one uses the circling spell menu, via holding the SPACE key down, if they have used a transformation spell recently.} After (re)loading a saved game the circling spell menu works just fine, without any crashes.
    1. {No sidestepping when wielding a torch.}
    2. {No First Person View when holding a torch.}
    3. {The game doesn't expire light spells/torches/speed potions' effects after sleeping, which normally translates into at least a few hours passing ingame.}
    4. {Sometimes botched jumping with a weapon drawn or a spell ready to cast.}
    5. {Sometimes a torch stays in hand and/or floats close to the player when performing certain activities.}
    6. {Pickaxes keep spawning after each instance of prospecting at buried treasure spots in the world.}
    7. {Sometimes the current action of an NPC abruptly stops when the player interrupts it, and it also never resumes.}
    8. {Many ingame models become boundless when used by NPCs.} Looks like sometimes it can be fixed by setting "mob collision" in Union, but oftentimes this results in weird mob positioning with NPCs.
    9. {Flying opponents might get stuck above the player, which renders them "unhitable" with melee weapons until the player moves, in order to unstuck them.}


    ***


    THE DEVELOPMENT ROADMAP:

    Spoiler:(zum lesen bitte Text markieren)
    It's time to look at the several fancy and "quality of life" enhancement ideas.

    Still, the list below is prone to many changes and alterations, including scraping. Nothing is promised and nothing is set in stone.

    1. Improved backstab mechanic.
    2. Introduction of an enhanced stealth mechanic depending on the character's Dexterity attribute (but only for the player to avoid issues with NPCs).
    3. Introduction of mass raw steel heating and mass forging.
    4. Introduction of fletchery.
    5. Implement the pathfinding system if it would become a proper thing at some point.


    ***


    THE FULL CHANGELOG:

    Spoiler:(zum lesen bitte Text markieren)
    A) General changes and fixes:

    1. The "Fear" spell no longer affects Dragons.
    2. Lee sells the "Medium/Heavy Mercenary Armor" for the recalculated and correct amount of gold.
    3. The BACK choice in Bennet's dialog now functions correctly when Bennet is asked to teach the player to forge weapons in the Chapter 6.
    4. The player now correctly receives 30 EXP per the "Old Stone Tablet" given to Vatras, regardless of how many tablets are given at the same time.
    5. Going with Lares to Onar's farm, before bringing Vatras' piece of ornament back to water mages, no longer prevents him from leading the player to other places.
    6. Fixed a bug that often prevented victims of the "Fear" spell to flee from the caster.
    7. Fixed a bug that prevented the "Fear" spell to affect other targets within a very long range, if a Dragon was focused during the casting of the spell.
    8. The "Lightning" spell now applies double damage to swimming and diving targets.
    9. Now Esteban carries the key to the chest in the nearby shack with him.
    10. The one-handed bonus is now displayed on the "Alrik's Sword" in the inventory window.
    11. After upgrading "The Claw of Beliar", the player will no longer end with more Health than their maximum Health amount.
    12. Various skin trophies are now automatically removed from the inventory of almost all traders during transition to the new Chapter.
    13. Various ingredients are now correctly removed when blending tobacco.
    14. The END dialog option is available only at the first level of dialog choices during interaction with an anvil.
    15. The quest "Joe" will automatically fail at the start of the Chapter 6 instead of the Chapter 4.
    16. All 4 diggers in the gold mine in Jarkhendar will stop resting and proceed to mine gold now if the player frees the slaves.
    17. Praying at a Statue of Innos/Beliar on day 0 gives the correct result now.
    18. If the player dismiss Biff and later take him along again, he won't request a share of the gold the player collected while the Biff wasn't in the player's party.
    19. The player can no longer accuse Bodo of stealing Cipher's package and demand to return it before learning the fact that the package was stolen.
    20. Rosi and Till will no longer continue to follow the player after being successfully brought to Onar's farm, or any other suitable location.
    21. Hilda will inform the player that they can get more grub tomorrow when giving the "Frumenty" to the player for the first time, and not only on day 0. Also, her giving it results in a written note in the Quest Log, under the "Specials" topic.
    22. Juan has a correct trade inventory now.
    23. The player can no longer demand from Secor, the slave guard, to release slaves if he already released them. Also, added the missing player's reply phrase to one of the Secor's dialog branches.
    24. It's now possible to successfully finish the quest "Wanted Notes and Bandits" if the player finds out Dexter's name from Kip or another source, like Skip or Cord.
    25. The player no longer needs to leave and enter Jarkhendar anew to be able to tell Saturas that missing people have been freed.
    26. It is now possible to give Diego gold instead of his leather satchel if the player already opened it.
    27. Fixed the gold exploit with the "Francis' Paybook".
    28. All Gate Guards now track the player's movement and they also refuse to talk with the player standing without permission on the other side of a guarded passage, regardless if they can see the player or not.
    29. Henry will no longer refuse to talk to the player when facing away from them, after giving the player permission to enter the pirate camp.
    30. The player will no longer receive 0 EXP when giving "Shadow Beast Horns" to Buster, when all Shadow Beasts were killed in Khorinis.
    31. Corrected misbehavior of options in several pickpocketing dialogs.
    32. Corrected a bug that prevented Bullco from beating the player up for not leaving Onar's farm once a day, until the player defeats Bullco or threatens to tell Onar about Bullco not protecting Pepe's sheep.
    33. The player will no longer give 3 "Essences of Healing" to Pardos when a dialog option to give him a "Elixir of Healing" was selected.
    34. When the player becomes an apprentice to Bosper, Constantino or Harad, a corresponding note about them buying certain items for a special price is written in the Quest Log under the "Specials" topic.
    35. Repeatedly asking Harad and Bosper about becoming apprentice with the other master produces the "New Quest Log Entry" notification only once.
    36. Corrected a situation when the dialog option to give Baltram 10 "Hams" and "Wines", to reopen the trading with him again, wouldn't appear.
    37. Messages about giving Baltram 10 "Wines" and "Hams" no more overlap on the screen.
    38. Bosper will be surprised when the player sells him any "Troll Fur" only the very first time.
    39. The appropriate map no longer remains in the player's inventory after returning it to Hanna.
    40. Fixed a bug with Laderic that prevented him from saying one more random phrase.
    41. If Alrik is injured, he now drinks a healing potion that completely restores his vitality, before starting next arena fight.
    42. Fixed a bug in Jesper's dialog that allowed the player to learn Sneaking skill even if the player already knew it.
    43. Cassia no longer tries to kill the player who already became a member of the Thieves' Guild, if the player was given a time to consider his decision before joining it.
    44. When Myxir is back to Khorinis, he still can teach the Builders' language, even if the player never asked Myxir to teach them while he was in the ruins of Jarkhendar.
    45. It's no longer possible to tell Mika multiple times that bandits are attacking Akil's farm.
    46. During the Test of Fire quest, Agon, and other novices, attacks the player to kill.
    47. Enabled several bookstands to show actual texts when used, plus added some new texts to them as well.
    48. It's no longer possible to report to Garaz that Mine Crawlers have been dealt with and summon Bloodwyn prematurely, after killing only 9 out of 10 Mine Crawlers in the cave.
    49. Body of the dead Bloodwyn will no longer teleport by itself to the gold mine, if the player would kill the last Mine Crawler in the mine after killing Bloodwyn first.
    50. The player will no longer receive 500 EXP for luring Bloodwyn out of the Raven's temple, after killing the last Mine Crawler in the mine. The experience is now received after speaking with Garaz instead.
    51. Added the missing player phrases when saying: "I want to have a look around the farm!" to Raoul a second time, and when asking Jergan: "What do I need to know about this area?" for a second time.
    52. The dialog option to pay Cornelius 2000 gold for the truth about Bennet is no longer available if the player already paid the gold once.
    53. The unnamed bandits in the bandit camp in Jarkhendar will no longer consider Thorus to be dead, when he is alive, and vice versa, when asking them about the leader of the camp.
    54. When asking Ulthar about news he no longer considers the player to be a novice when the player is a mage and vice versa.
    55. Options of learning of taking trophies skills from Alligator Jack no longer appear in the dialog, if the player already knows the corresponding skills.
    56. It's no longer possible to kill the Fire Dragon before acquiring the Eye of Innos.
    57. Unequipping the "Ring of Mind" no longer decreases the current amount of Mana beyond the amount specified in the ring's description.
    58. The amount of meat that needs to be given to Engor is now calculated correctly in all situations. Also, the batch of meat given doesn't appear in Engor's trading inventory, since he is supposed to distribute the meat among the people of the keep.
    59. Cassia and Ramirez no longer attack and kill Jesper if the player attacks Jesper first.
    60. Edda no longer keeps any "Fish" given to her by the player in the inventory.
    61. An extra "Lump of Magic Ore" is no longer given along with the bag, when the player returns Cavalorn's leather bag to the owner.
    62. Igaraz will now make an attempt to take away the "Blank Rune" from the player during the Test of Fire trial.
    63. Fixed logical inconsistencies in Igaraz dialog with regard to Babo's documents.
    64. An option to give 25 gold to Buster for his tip about Sentenza is available only when the player has enough money, and 25 gold coins are actually being transferred from the player to Buster now.
    65. In the Chapter 6 Milten can teach the player runes of lower circles, even if the player already learned those of the higher Circles of Magic.
    66. The dead body of Biff no longer appears in the Valley of Mines after the player recruited him into his ship's crew, left, and reentered the Valley of Mines.
    67. Bilgot no longer dies for no apparent reason within the next few hours after being escorted by the player to the Valley of Mines' exit.
    68. Cord's teaching dialog behaves correctly now if the player's one- or two-handed combat skill is below 30%, and the player asked Cord to teach him on the behalf of Lares or Lee.
    69. After receiving Diego's Nostalgia Bonus EXP, the player can no longer end up with more EXP than needed for the next level without leveling up.
    70. Diego no longer thanks the player for escorting at the abandoned mine after already doing so at the main exit from the Valley of Mines.
    71. The player can now eat "Turnips" for 2 Health.
    72. Lowered experience gain for slaying Immature Giant Rats to 20 EXP.
    73. "Pickaxes" are now stackable.
    74. The player can now learn reptiles skinning from Gaan in the Chapter 1.
    75. The player can sell various skin trophies to Bosper if he's his apprentice. Short replies were added when he buys them as well.
    76. Absolutely all characters now give the appropriate EXP for a successful pickpocketing attempt.
    77. Added a trading inventory to Xardas, available from the Chapter 2 and up. It doesn't restock and it's majorly trash, but there is some more ammo to those special ranged weapons ("Mystic Fire Bow", "Enchanted Bow", and "Magical Crossbow"), to increase their, otherwise fairly abysmal, serviceability. He also will buy and sell every kind of shit, so the player will now have a person who can keep everything for them across the Chapters (except magical runes and various tools; and until the Chapter 5). Also, pursuing that dialog option will result in a Quest Log entry being generated under the "Specials" topic.
    78. Stunt Bonus is 250 EXP and Exploit Penalty is -250 EXP now.
    79. Sneaking costs 10 LP now.
    80. The entire Harad's forgery path costs 25 LP in total now:
    - The "Exquisite Broad Sword": 3 LP
    - The "Excellent Sword": 4 LP
    - The "Fine Long Sword": 5 LP
    - The "Ruby Blade": 6 LP
    - The "El Bastardo": 7 LP
    81. All Will-o'-the-Wisp's searching abilities cost 1 LP each now.
    82. Regular wolves instead of young pups are spawned in the Pepe's canine quest now.
    83. Alwin gives 25 gold instead of 30 now, as agreed upon stopping Fellan from hammering.
    84. Raised the Bog Golem's protection against the [BLUDGEONING] type of damage by 50 to make blades the weapon of choice in a fight against them, as this construct is supposed to be a polar opposition of the Stone Golem in the armor department.
    85. Corrected value of all comestibles with the formula of: "1 Health = 2 gold, 1 Mana = 3 gold" for a consistent pricing.
    86. Several merchants will no longer pop up weird comments when buying armors from them.
    87. Adjusted prices of spell scrolls and runes, especially the overpriced Beliar's runes, and randomly priced paladin spell scrolls.
    88. Corrected all cases where spell scrolls/runes' descriptions showed type of damage as just "(Min./Max.) Damage" instead of "(Min./Max.) Damage (Magic)". It was especially true with Water spell scrolls and runes.
    89. Now all bonus gear from Tandor, after being sent to him by Garond, is of the almost same value of approximately 750 gold.
    90. All close combat weapons are now having their respective melee reach written in the descriptions.
    91. Fixed Thorben's Quest Log entry, about him selling lockpicks, being triggered repeatedly by the corresponding dialog option.
    92. Fixed Mortis' Quest Log entry, about him being a Strength trainer, being triggered persistently by the corresponding dialog option.
    93. The resistance against the [SLASHING] type of damage of Goblin Skeletons, Created Goblin Skeletons, Lesser Skeletons, Created Skeletons, Skeletons, Crypt Guards, Skeleton Mages, Skeletal Shadow Beasts, Shadow Warriors, plus the Shadow Lord and King, and the Dracolich was raised by 30, while their resistance to the [BLUDGEONING] type of damage was lowered by 15, to reflect on them being collections of fossilized bones, even if in armor.
    94. The resistance against the [BLUDGEONING] type of damage of all Zombies, created too, was increased by 30, while the resistance against the [SLASHING] type of damage was lowered by 15, to reflect on them being bags of clumsy meat, even if in armor. Their other resistances weren't altered.
    95. The player now gets exactly the same statuette of Innos he previously gave to Edda, after a successful pickpocketing attempt on her.
    97. Corrected displayed names of various NPCs, be it in the world, Quest Log, and/or dialogs. Those were Malcom, Attila, Will-o'-the-Wisp, and a few others.
    98. Fixed all pickpocketing tiers to match their descriptions and/or other way around, because some were calculated wrongly.
    99. Almost all characters have some kind of a weapon on them now, because some had only fists for defense.
    100. Rupert, Kardif, and Lucia are no longer going to have their trusty brooms in their trade inventories now.
    101. Fixed Cronos' Quest Log entry, about him being a trader, being triggered repeatedly by the corresponding dialog option.
    102. Added info on duration to all temporary creation/summoning spell scrolls and runes. It's still one minute as it was.
    103. All characters that were producing "Leather Satchels" of varying fatness now give regular gold coins instead when successfully pickpocketed.
    104. All Fire spell scrolls/runes have a red aura in the world, while Water have blue, of Beliar's have purple, and Paladin possess the white one, while transformation will sport gray aura now.
    105. The "Elixir of Mental Restoration" always gives 1500 EXP, regardless of the currently given Chapter now.
    106. The reward for destroying "The Claw of Beliar" is 7500 EXP now.
    107. The player can now learn how to take Fire Lizard tongues from Alligator Jack in the Chapter 2.
    108. Removed the botched line from the initial dialog with Owen for a better flow.
    109. Corrected the exit dialog option with Logan.
    110. The player's gait will now change to match the usual one of the guild he belongs to.
    111. Edgor no longer yawns after being successfully pickpocketed from.
    112. Changed the graphic for the "Meat Stew" comestible from the generic fish soup to that of the stew.
    113. The player can smoke as many "Green Novices" as they would like to now, in order to get the experience again and again. A "Green Novice" now also gives 50 EXP. Finally, the player can binge on "Green Novices" without exiting the inventory at all now.
    114. The player can steal from a lot of characters now that weren't pickpocketable before.
    115. Fixed the initial greeting dialog with Pardos.
    116. Corrected the color names for the five stone relics of the Builders.
    117. The player will always get 150 EXP for digging up treasure spots, regardless of the given Chapter now.
    118. The player can improve Strength with Diego while he's in Khorinis now as well.
    119. The "Fire Strips" and the "Meat Stew" now normally replenish the player's Health by the stated amount as well.
    120. The player will always get more gold than the Dexterity that is required to successfully pickpocket a given character in all cases now.
    121. Progression of one-handed bonus with the steel forged melee weapons was made consistent over the collection and is +4%/+5%/+6%/+7%/+8% now.
    122. Completely removed the slight possibility of knights and paladins spawning "Goblin Berries", and all versions of Orc Elites spawning "Dragon Roots" in their inventories at the beginning of a new game.
    123. The Dexterity requirement for pickpocketing Dexter was set to 51 now.
    124. The Dexterity requirements for pickpocketing Skinner, Esteban, and Bloodwyn were set to up to 64 now.
    125. Lowered the EXP yield from eradicating a Weak Green Goblin to 20.
    126. Restored and/or added several alternative SFX instances for several sounds in the world, like women crying when struck dead, crossbow shoots, ambient eagle soaring sounds, and so on.
    127. Gorax now truly supplies the player with a healing spell scroll after the successful wine delivery.
    128. Now Niclas gives the special "Marinated Mole Rat Meat" when asked for it, to make a lasting impression of this unique event. And it's still of his own recipe. Also, the player can steal four more pieces of that from him now.
    129. Constantino will now have the option of teaching various alchemy formulas right from the start, but only to an apprentice in the city that didn't commit any crimes and have some basic knowledge on brewing potions.
    130. It's possible now to bind keys for quick drinking of healing and Mana potions in the controls configuration menu. However, the best healing and Mana potions, "Medicine of Pure Life" and "Draft of Pure Mana", cannot be used this way, even if the player has them in their inventory, to reflect that it's the only real drawback of those most potent brews.
    131. Completely revamped the options menus and restored several options that were hidden before.
    132. Skeleton Mages use the "Cold Arrow" spell only three times in a row instead five, then summon a Skeleton and repeat the cycle, but they stopped using the "Ice Block" hex altogether, while the Dracolich uses the "Death Ball" spell in the case of long range combat scenario.
    133. Removed the Black Troll from the "evil" NPCs and monsters list, so the combat spells of knights and paladins will no longer work on that creature.
    134. Now all characters that are not trade viable or not immortal, and are not from the cheats, will have some minor inventory items created with them when starting a new game.
    135. The "Nostalgia Bonus" event now displays the message only once.
    136. Sagitta will no longer have the "Sun Aloe" in her trading inventory if the player fetched it for her.
    137. Removed the cluster inventory from all merchants and now they will have only their proper trade goods initially.
    138. Gave a scripting instruction to always use spells when attacked to all fire mages, like it was done with the water ones. They will still use the "Sleep" spell if they consider the attacker a friend, like it was before. Otherwise, the attacker should expect a painful retaliation.
    139. The player will not be able to give "Beers" to Rangar to get information about affairs in the city, if he didn't get the quest from Garvell first.
    140. Restored the sound of turned pages when reading at a bookstand. That includes NPCs as well. Also, the sound of seals being broken on messages was restored too.
    141. All water mages will now use their own spells when attacked or attacking. Three of them, to be exact, "Water Blast", "Geyser" and "Ice Lance", instead of spamming with the cliche "Fireball" only.
    142. The special fish all have a value now, so no freebies from Halvor anymore.
    143. Now all merchants in the game will unequip their wielded weapons upon being called to trade. This way the player can look at the goods with impunity and will be always able to buy anything they saw or buy back what they once sold, if the merchant equipped it. Upon exiting from a merchant, they will put their best weapons they can wield back.
    144. Added the line to Constantino's positive reply when the man gives his approval to the player, who's not accused on any crime in the city, for seeking the apprenticeship with the other master. It also grants a small bonus to experience.
    145. The "Feros' Sword" now has the regular +10% one-handed bonus for being a blade evidently made of magic ore.
    146. Revised the "ambient inventory" scripts for all guilds and removed all weapons from them, along with the "Bag of Peppers". Replaced both possibilities with several dozen pieces of gold.
    147. Added Quest Log entries on the swell boy Valentino, plus on Edda's statuette. The first ends with the player beating the lad up and reporting that to Regis, the second with returning any viable statuette to Edda.
    148. The bug with Greg taking the player's half or whole gold, in the aftermath of showdown with the bandits in Khorinis, should be eliminated now.
    149. Obliterating the bandits in the Jarkhendar's tower will now properly deduct 200 gold from Henry's admission fee.
    150. The player can now pickpocket all the water mages. And twice, to boot, and Myxir even thrice, if one knows what they are doing. For the first time in Khorinis, and for the second in Jarkhendar.
    151. There is only a very small chance of not finding anything in "Gaper Clams" and "Spiny Clams" now.
    152. The player can now release the key to Thorus' chest from his clutches also by stealing it (Dexterity 79). It's a way to avoid bloodshed if the player wants to have access to the chest. The chest also contains a very special armor.
    153. Fixed Sentenza's Quest Log entry, about him approving the player to join ranks of the mercenaries, being triggered repeatedly by the corresponding dialog option.
    154. All merchants will immediately clear their trade inventories from "Brooms/Brushes/Mallets/Harps/Lutes/Pans/Rakes/Saws/Scoops/Mashers" equipment. All, except Matteo and Canthar, so if one wants to buy this kind of items back, they should sell them to those two individuals.
    155. The player now gives exactly 20 turnips to Hilda instead of all they have got in their inventory.
    156. Patched Rod's Quest Log entry, of his approval to the player's introduction into the mercs, being triggered again and again by the corresponding dialog option.
    157. Fixed problem with the certain Citizens and Citizenesses using the same bed in their houses in the Harbor District.
    158. The player will be now granted all of the bonuses (10 Strength, 10 Dexterity, and 20 Mana, for 40 points in total) when praying at a Statue of Innos, regardless of their guild, before receiving the Health boon. The required period between receiving respective blessings stayed one day, as it was, and can be done across the Chapters, as usual. However, the donation requirements to get the best version of blessing is now a more serious 200 gold instead of the casual 100 gold.
    159. Now Coragon won't have the "Valentino's Ring" in his trade inventory if the player passed it to him.
    160. Dead William, Den, Hank, Angus, Lance, Engrom and all escaped and/or dead people in the Valley of Mines will have their weapons in the inventory instead of having them equipped, so the player will be able to fetch them now.
    161. The notifications when receiving two stone tablets from Hezak no longer collide and overlap with each other on the screen.
    162. Added Quest Log entry, under the "Specials" topic, on Edda being able to cook a fish soup per day for the player, if they would convey a fish to her. She also cooks a better version of it too, named "Khorinis' Special". Furthermore, she also can cook a "Stew" for 3 gold if the player would bring her a "Healing Plant" and 2 "Turnips". Additionally, the traders have more "Turnips" to sell in general now.
    163. Created the Quest Log entry about Coragon and his silverware. It ends when the player returns the required items.
    164. The player can also provide his party members with the ultimate healing potion now, if they have it in their inventory.
    165. Riordian's Quest Log entry, about the mansions of the Builders, will show only once from now on, even if asked many a time.
    166. Samuel will no longer be sporting any recipe for Lou's "Hammers" in his trading inventory, if the player brought any to him. A sly one might want to read them before giving them away.
    167. The player will no longer be able to obtain a river of "Raw Steel" from blacksmith characters.
    168. Huno will no longer have the "Steel Package" among his trading items, if the player delivered it to him.
    169. Fisk will no longer have the "Lockpick Parcel" among the merchandise, if the player returned it to him, but his trade stuff will get 12 new "Lockpicks" then. The same goes for the other option of delivering them to him, if the player opened the package.
    170. Added a submenu to the New Game selection, so the player would need to confirm or negate that they indeed want to start a new game. No more randomly started new games!
    171. No longer time advances to exactly midnight of the next day, upon the player's entry to the Valley of Mines in the Chapter 2, but to 6:00 instead, to reflect on the fact it takes some time to get there, plus the player's "conscious decision in the background" of not wandering around the dangerous place in darkness.
    172. The "Whirlwind", "Insect Swarm", "Fear", and "Geyser" spells will no longer work against Bog Golems, like with the other constructs of that type.
    173. Cornelius can be pickpocketed of his diary only with the beginning of the Chapter 3 and up, to avoid a possible interruption by misplacement in the main quest's advancement.
    174. Now Samuel provides the player once with a "Grog" after Greg's return to the pirate camp or Francis' demise. That drink is on him!
    175. Now Jarvis will say the additional dialog line, if the player kicked butts of all five men from Sylvio's band to get his vote. Those are Sentenza, Raoul, Fester, Rod, and Bullco.
    176. Tonak, Telbor, Monty, and Pardos will now no longer look like total beggars upon their return from Jarkhendar.
    177. The player can now thieve the recipe for "Hasty Herring" from Samuel, and create his own "speed potion for the poor" at an alchemy bench via the Distill Booze option (Dexterity 61).
    178. Now both "Mine Crawler Mandibles" and "Blood Fly Stingers" can be used 10 times each for the full effect. The knowledge on handling the poison in the stinger, in order to receive the healing, is required as usual.
    179. The key to the storage room, in the Valley of Mines' castle, can be stolen from Tandor now (Dexterity 47).
    180. Lutero is no longer going to have those special Snapper claws in his trading inventory, if the player delivered them to the trader.
    181. The killed Sengrath, by the plot advancement in the Chapter 4, will now have his trading inventory completely cleared.
    182. The notifications for learning recipes when read more than once, for both of the final healing and Mana potions, will no longer repeat ad infinitum.
    183. All bordello's girls, Borka, Nagur, Attila, Gritta, and Laderic now won't immediately end a dialog with the player. Thanks to this these characters can be pickpocketed at any given time, if the player has the required skill and Dexterity to do that. Also, includes Salandril, Gerbrandt, Morgahard, and all Akil's farm hands, even after causing trouble with them.
    184. All merchants will now get rid of all Orc weapons, "Swamp Weed Reefers" (designated merchant for this item is Cipher), almost all trophies (excludes special ones, like various hearts)[designated merchant for these items is Lutero], "Fire Lizard Tongues" (designated merchants for this item are Gorax and Cronos [but the later only if he's in Jarkhendar]), all types of typical silver and golden valuables (plates, dishes, candlesticks, and so on), "Old Coins", most written documents (even quest ones, but only if they fulfilled their duty; excludes books), and "Spent Torches".
    185. Now Gerbrandt dashes to the docks after learning that Diego is coming. That rogue won't catch him alive!
    186. The message when the player receives the plot important stuff from Lord Hagen in the Chapter 3 is no longer mangled.
    187. The notifications when the player receives the key to the monastery and the authorization letter back from Milten will be no longer messed up.
    188. Cleaned the garbled messages when giving ingredients and gold to Neoras, so he could brew a potion for the player. Also, the master Neo now requires 40 gold to brew anything.
    189. Now Rangar and Hokurn both guzzle the given alcohol down, instead of taking the road of slow imbibement.
    190. Serpentes no longer babbles about the Circles of Magic when the player rejects his job, involving Salandril, when not a fire mage.
    191. The liquid equipment from Oric, for acknowledging the assassination mission, is now of the more or less same value.
    192. Readded the Quest Log entry on Rethon selling weapons at the castle in the Valley of Mines.
    193. When asking Garond about the Dragons in the Chapter 4, the respective Quest Log entry notification won't be repeated infinitely.
    194. Those extra weapons in the inventory of slain Goblins are no more now.
    195. Fixed the rescued Talbin's wrong dialog options.
    196. The player can report that they killed the Dragons to Hokurn only once now, like with the other dragon hunters.
    197. Removed the issue with several blacksmiths and smithing wannabes spawning sword blades in their trading inventory.
    198. The player can convey the fact of Swamp Dragon's demise to Cipher only once now. The corresponding Quest Log entry is created only once too.
    199. The player can now pickpocket all ship crewmember viable characters, once they dock in the Halls of Irdorath. Though, Dexterity up to 120 on some characters is required. Ever a thief!
    200. Now Bennet won't have any "Dragon Scales" among his merchandise if the player sold any to him earlier.
    201. Assigned minor items to defeated monsters:
    - Bog Golems = "Weed" (1-3) or "Swamp Weed" (1) or a "Blue Elder" (1) or a "Healing Plant" (1) or a "Healing Herb" (1)
    - Lizard Men = some gold (7) or "Banana" (1) or "Tobacco Leaf" (2) or "Topaz Shard" (1) or "Algae Dish" (1)
    - Marsh Drones = "Marsh Drone Wings" (2) [if the player has the required gutting skill of cutting off wings of Blood Flies]
    - Skeleton Mages = a "Chunk of Coal" [focus for their animation]
    - Spectres = a piece of "Sulfur" plus a piece of "Glacier Quartz" [their hook and focus for the material plane]
    - Stone Sentinels = a few "Old Coins" (1-3) [focus for their animation]
    - Will-o'-the-Wisps = a single "Rock Crystal" [their hook and focus for the material plane]
    - Zombies = a couple of gold coins (1-5) [focus for their animation]
    202. Gave Skeletal Shadow Beasts their horns to be salvaged, as their animation focus, like bones for skeletons, plus their claws and teeth, if the player have the correct trophy gathering skills.
    203. All Juvenile Field Raiders have exactly the same stats now.
    204. The player can also give a "Double Apple Tobacco" to Abuyin now. The player can create it at an alchemy bench now too.
    205. Added minor EXP for "visiting" Nadja for the first time, and for each victory with Alrik in the arena. The latter increases in the Chapter 3 and 5 respectively.
    206. Added minor, permanent, and one-time bonus to the player's {FIRE} protection from drinking the "Lou's Double Hammer".
    207. Removed the "War Hammer" from the game altogether and readded it as the "Diamond Crusher" to Sarah's and Canthar's merchandise in the Chapter 4, so the player would have access to an ultimate bludgeoning one-handed weapon, even if of a quite short reach.
    208. Now the player won't be able to control shitloads of monsters any more, and employ insane spam tactics with summons. Every entity they create/summon, be it by the spell or rune, now possesses a new, hidden stat called "Control Difficulty" that characterizes how hard is to control the given creature. Then this score, counted cumulatively of all currently created/summoned minions, is compared to the player's level: if it's less or equal to that, then nothing happens, but if it's more than it, then all underlings immediately attack their boss, dead on eradicating them. Skeleton Mages creating Skeletons won't have such problems, though. Also, Skeletons created with the "Create Army of Darkness" spell aren't limited in any way and one can have as many as they would like, as long as they have Mana to cast it, of course, because it's the ultimate summoning spell. Additionally, a book with the exact numbers for each creature was added to Constantino's and Karras' respective merchandise. Finally, the general Mana cost of every summon spell was reduced by 10%. Exact values of CD for each minion:
    - Summon Wolf: 4
    - Create Goblin Skeleton: 6
    - Create Stone Guardian: 11
    - Create Skeleton: 12
    - Create Zombie: 13
    - Create Stone Golem: 14
    - Summon Demon: 17
    209. Creatures trapped by the "Ice Block" and "Ice Ring" spells get a bonus of 30 to all their protections, except {BLUDGEONING} and {FIRE}, to reflect the fact that it's rather hard to damage someone or something encased in ice without certain means.
    210. If the player spared Brago's lookout bandit, Kip, and he moved down the path to hide in the trees, then told him that farmers noticed the sheep gone, he won't move to the campfire next to Cavalorn while the former Shadow is still there.
    211. Boltan will no longer say that all cells are empty if Fernando or Cornelius was put behind the bars.
    212. Added a book to Cronos' Jarkhendar merchandise on swamp creatures, titled "The Swamp Wildlife", for some extra combat information on the bog residing monsters.
    213. Almost all monsters that attack mainly by cutting or slashing at an enemy now deal [SLASHING] type of damage:
    - Blood Hounds
    - Demons (all)
    - Gray Goblins (because of their slashing weapons)
    - Harpies
    - Lurkers
    - Mantises
    - Mine Crawlers (all)
    - Orcs and Lizard Men (all, because of their weaponry)
    - Shadow Beasts (the bony version too)
    - Shadow Warriors (all, on account of their cutting combat implements)
    - Skeletons (all, but the Goblin type, vide their slicing swords)
    Almost all monsters that attack mainly by slamming, whacking, or charging at an opponent now cause [BLUDGEONING] type of damage:
    - Black/Green Goblins (because of their clubs)
    - Boars
    - Goblin Skeletons
    - Field Raiders
    - Mole Rats
    - Scavengers (all)
    - Skeleton Mages (if they would ever run out of Mana)
    - Stone Sentinels
    - Zombies (all)
    Almost all monsters that attack mainly by biting or stabbing at a foe now inflict [PIERCING] type of damage:
    - Blood Flies
    - Chompers
    - Lizards
    - Marsh Drones
    - Rats (all)
    - Razors
    - Snappers (all)
    - Swamp Sharks
    - Wargs
    - Wolves (all)
    All other creatures that weren't mentioned above didn't change in the department of type of damage dealt.
    214. Restored the "Blitz Ore Axe" to the game. The forging instructions can be pickpocketed from Huno (Dexterity 59) and require any forging weapon skill to be comprehended and used, and to create a Quest Log entry. The option to craft it is under the "Forge magic ore weapons" selection while using an anvil.
    215. Reinstated the "Double-Bladed Axe" to be a two-handed weapon as intended, so it won't break the pattern for axes, and will fill the adequate place in their hierarchy now.
    216. Both top level paladin runes, "Innos' Surge" and "Eradicate Evil", are definitely obtainable now but only for the paladin players. The healing one is with the Orc Colonel in Khorinis, that's connected to the mission from Ingmar, while the combat one is with the Shadow King Archol in the Halls of Irdorath. The "Eradicate Evil" effectiveness will be lessened against the Dracolich to that of the "Holy Bolt", though, but his minions will be taking full damage, minus their {MAGIC} protection as always, so the player can have a blast! Nonetheless, against every other possible target, the "Holy Bolt" will be more Mana efficient still, so the "Eradicate Evil" won't completely eclipse that mage spell.
    217. All golems' {PIERCING} protection is now consistent within the gang and is of 40 more than each construct's respective {MAGIC} protection.
    218. Vatras won't have any "Almanacs of the Possessed" among his merchandise no more, if the player passed any to him in the Chapter 6.
    219. Normalized EXP rewards for destroying golems to 250/300/350/400, for a Stone/Bog/Fire/Ice Golem.
    220. All Crypt Guards in the crypt behind Onar's farm will now attack the player upon seeing them, instead of staying there, waiting for things to happen.
    221. Donating to Adanos with Vatras now actually means something, even if the player lied or backtalked to the mage before. Donation of 50 gold replenishes the player's whole Mana reserves, the one of 100 gold gives permanent minor bonus to {MAGIC} protection, and one can have both. Both occurrences will eventuate only once. Also, any, initial and continued, donation now also alleviates Vatras' anger a bit, with more donations meaning more alleviation, if the player lied to the mage, or killed too many an innocent person.
    222. Xardas now provides with a ring of more significant statistics than before if he talked to Lester.
    223. Now the "Blood Fly Stinger" has two different descriptions depending on the player's knowing or not how to handle the poison gland inside it.
    224. Any "Shadow Beast Horns" supplied to Buster will evaporate from his inventory after the handing them over is done.
    225. Restored and diversified all drinking routines for the game's population.
    226. Asking Lobart on the togs' price will produce the notification about it being at its lowest only once now, but only if the player managed to achieve that, naturally.
    227. Redistributed those five Weak Green Goblins attacking Cavalorn. They are now more or less scattered around the starting area. Cavalorn is powerful enough.
    228. Moved the Sheep in front of Xardas' new tower to the bandits' hideout, as it's supposed to be kidnapped.
    229. Moved the Immature Giant Rat from the spot close to Lester in the hidden valley, next to Xardas' tower, to the entrance spot of said valley. It was too often eaten by the Young Wolves in the vicinity.
    230. Moved the two Young Wolves from the spot next to Cap'N Greg to the path leading back to Xardas' tower once the player have talked to the pirate. Greg has enough experience under his belt already.
    231. Rod's weapon quest will be now handled correctly in absolutely all cases.
    232. The player's original clothing that he started with at Xardas' new tower won't change to the bare chested outfit when unequipping armor now.
    233. Removed the wrongly named entry, for the addon's intro in the startup script file, that could result in it being played twice with the corresponding dialog option of Xardas.
    234. Both reward weapons from Fisk, for the lockpicks packet delivery, are now of the same damage tier; but which one the player will get still depends on which of their melee weapon skill is higher. The "Blank Rune" stone is additionally received by the mages as usually.
    235. The issue with Sekob being immortal, when he shouldn't be, is now fixed once and for all.
    236. If Vasili got any "Old Coins" from the player, they will be removed from his inventory after the deed.
    237. Crushing Skeletons created by Skeleton Mages will now result in zero EXP gain.
    238. All skeletal beings' {PIERCING} protection was systematized in their group (Created Goblin Skeletons, Goblin Skeletons, Lesser Skeletons, Created Skeletons, Skeletons, Crypt Guards, Skeleton Mages, Skeletal Shadow Beasts, Shadow Warriors, plus the Shadow Lord and King, and, of course, the Dracolich) and is of 50 more than each individual {FIRE} protection.
    239. All "Vials of Dragon Blood" or "Dragon Scales" given to Jan will disappear from his inventory altogether now, right after the action.
    240. Moved that Giant Rat from the position close to the bandits, hiding in the cave next to the city, to the left side of said cavern. The player will be able to obliterate this rodent without anyone interfering now.
    241. Corrected many daily algorithms for many NPCs.
    242. Edda will be no longer attached to her cooking spot all the time.
    243. The prices for training with the thieves at the Thieves' Guild's base are now definitely consistent.
    244. Moved the two Scavengers from the closeness to the bandits' hideout with Elvrich to the top of the nearby stairs. They sometimes could initiate a chain sequence of hostilities.
    245. The three Green Goblins in the Chapter 2 won't spawn next to Buster's position, but on the edge of the nearby lake, so they player will be able to dispatch the band without complications. These ones are water liking, apparently.
    246. Reallocated the two Blood Flies from the spot close to Bengar's farm to the spot a little further away, as they sometimes were attacked by the farmers nearby.
    247. Any special tobacco given to Abuyin, Dar, and Gosford will now disappear from their inventories altogether.
    248. Giving the required food to Grom no longer produces a mangled message.
    249. When Maria asks the player how much Onar pays them, the actual amount will be spoken correctly by the player now.
    250. Relocated the Goblin Skeleton from the woods behind Sekob's farm who always ended in pieces because of the nearby Shadow Beast. It's now in front of Sagitta's cave entrance.
    251. The Field Raider who always was dispatched by the close by Goblin Skeletons, in the cemetery behind Sekob's, is now strolling around closer to its sisters in the area behind the abandoned hunters' camp.
    252. Asking Lares about missing people will produce a new Quest Log entry only once now.
    253. All supposed "wands" are now treated as magical two-handed staves. They were renamed to fit that prospect and they all have the same melee reach. Three of those are available with Gorax as usual, while two of them are available with Cronos, but only when he is in Jarkhendar.
    254. Moved the "Smoked Herring" to the food category; also, the player can buy it from Halvor now, as he sells it across the Chapters. Along with a new, small supply of the "Raw Clam Meat"; and if he's not in the slammer, that is.
    255. Added icons for the teleport runes to Xardas' old tower in the Valley of Mines and Orlan's Tavern.
    256. Decreased the Health gain per level to 10 and permanent maximum Health bonuses given by the "Stone Tablets of Constitution" to 80% of their original scores (to 4/8/12 respectively). Also, Health boons gained from Daron were reduced to 80% of the original value to 4. Boons received from "Elixirs of Life" and from Innos, when praying at his shrine, weren't changed, and are 20 and 3 individually, as they were.
    257. Ice Golem stopped using the "Ice Block" mojo and use the "Ice Lance" spell now instead.
    258. Ice Golems deal now the same type of special damage as the other constructs.
    259. All healing potions, excluding the best one, now replenish an additional amount of Health, equal to 3%/6%/9% of the player's and NPCs' maximum Health respectively. However, it won't work this way with the healing potions drank via quick keys, to reflect there on the fact there are drawbacks to hurriedly guzzling down liquid medicines.
    260. All three Mana restoring potions, without the top one, now replenish an additional amount of Mana, equal to 1%/3%/5% of the player's and NPCs' maximum Mana correspondingly. However, it won't work this way with the Mana potions drank with quick keys, to reflect on the fact there are limitations to greedily quaffing down magic imbuing drafts.
    261. It was made sure there's no melee weapon of reach shorter than 40 in the arsenal now.
    262. Minor EXP bonuses for choosing the dialog option of remembering certain characters from the previous installment of this game.
    263. Added "get up" checks to several characters to check are they currently sitting, so they shouldn't spring up like acrobats when addressed now.
    264. Now all spell scrolls have a different maximum Mana requirement to equip and cast, depending on the spell's level included on the scroll. It's 5 Mana per the given incantation's level; the spell scrolls with other, fixed Mana requirement stayed at it ("Greater Fireball", "Wind Fist", "Ball Lightning", and "Inferno"), and their initial Mana investment is now the requirement needed to equip them. It was also made sure that Mana required to cast a spell from the scroll is equal or lesser than that needed to cast if from a rune, in all cases. Mana demands of transformation spell scrolls were adjusted "ad hoc".
    265. The warriors of Innos' illumination spell's end effect was changed to that of the regular mage's "Light", while the spark's bluish form itself was preserved, and it will no longer blink with colors, granting a steady amount of white light instead.
    266. Added several missing locations in the Valley of Mines. Monsters found their way there too.
    267. Any weapon skills penalties from weapons and items are no longer exploitable.
    268. Both Shadow Lord Inubis and Shadow King Archol are now better equipped, stronger and more resistant to all types of damage than the regular Shadow Warriors.
    269. Equipped certain knights of higher rank with the paladin armor, like Girion, Cedric, and Lord Andre.
    270. Certain characters who were considered hunters are now definitely looking so, like Bartok, Grom, Gaan, and Dragomir.
    271. When training, only the actual amount of training in the given attribute or weapon skill is taken into account; bonuses from stone tablets/elixirs (all of them, including "Dragon Egg Brew" from Neoras and "Embarla Firgasto")/blessings (from shrines, plus from Daron)/special training (with Wulfgar and/or Sergio and/or Erol and/or Rengaru)/foodstuffs ("Apples", "Dark Mushrooms", "Meat Stew", "Lou's Hammer", "Fire Strips", and "Thekla's Stew")/books ("The Divine Power of the Stars", "Southern Defense Art", and "Northern Double Blocks") are considered magical/divine/miscellaneous, and will be not applied in the training calculation. That's also true for the initial attribute scores of the player, as they won't be recognized in the formula either. The LP costs for training are as they were:
    - 0-30 points of training = 1 LP
    - 31-60 points of training = 2 LP
    - 61-90 points of training = 3 LP
    - 91-120 points of training = 4 LP
    - 121+ points of training = 5 LP
    Nevertheless, the total amount of the attribute, of the trained value plus from all other sources, is summed up and used in all relevant calculations, like wielding a weapon, melee/ranged damage, Mana needed to equip scrolls, lockpicks breaking, and so on, and for maximums available to learn at teachers, so the best ones would retain their relevant usefulness.
    272. The two chests in Matteo's storeroom no longer have any regular clothes in them, while the "Leather Armor" was replaced with the "Scraper Threads".
    273. Orlan now sells the "Hardened Leather Armor" version, and it's a little better than the original.
    274. Acrobatics is now a learnable skill and it's no longer gained when 90 Dexterity is attained. It's taught by Jesper (from the Chapter 1, if the player found their way to the hideout, and agreed to join the thieves), by Buster (but he only instructs mercenaries and Dragon Hunters), and Bill (Jarkhendar, but he teaches anyone who has at least 50 Dexterity).
    275. All non-"of Constitution" stone tablets are of new values now:
    - Common grant +1 to the corresponding attribute/weapon skill
    - Uncommon deliver +3 to the given attribute/weapon skill
    - Rare give +5 to the respective attribute/weapon skill
    276. Eating 50 "Dark Mushrooms" yields +4 permanent maximum Mana bonus now.
    277. Repositioned the three clams that were stuck in the nearby scenery on Khorinis' beaches.
    278. The player starts with 5 maximum Mana and 5% in all weapon skills now.
    279. The message when getting that special training from Sergio now displays correctly at all times.
    280. Gritta now provides a better version of wine if the player helped her with the debt. The player can also steal more of it from her with the pickpocket course of action.
    281. The issue with LP cost not being displayed when learning thieving skills from some thieves of Thieves' Guild, or the language of the Builders from Myxir/Hezak, or skinning animals from Raoul, or pulling claws from Jergan, or with some of the teachers when docked at The Halls of Irdorath was corrected.
    282. Increased caps when training Strength, Dexterity or Mana with most characters. The new values are, in total points:
    - Small: 75
    - Medium: 125
    - Big: 175
    - Maximum: 225
    - Mega: 375 (only when training Mana with Pyrokar)
    Milten at the Halls of Irdorath has the same limit as Pyrokar when increasing the player's maximum Mana, and the other homies who could tag along have the limit set to 225 for Strength and Dexterity, and to 100 for all weapon skills.
    283. The massive exploit with Harad is fixed now.
    284. If the player is wearing the "Scraper Threads" or the "Hardened Leather Armor", certain characters will no longer complain about that fact.
    285. Engor ending dead, in the case of opened castle's main gate and orc attack, but without his trading inventory cleared, will happen no more.
    286. The Stone Golems from Hanna's cave will now raise thrice as sooner after taking the leather satchel from the chest.
    287. When requesting for a better weapon as a militiaman from Peck in the Chapter 3 and up, the dude will no longer say the player's initial part. Also, Peck now issues either "Long Sword" or "Ruby Blade", depending on the status of the quest for Lord Andre for permanently dismantling Thieves' Guild of Khorinis.
    288. Giving the "Meat Stew", from Breen in the bandit camp, to Pardos, instead of any healing potion, now results in much more experience gained.
    289. The valuable statuette of Innos, stolen from Daron by a band of Goblins, is now a mission item, so it won't expire anymore, along with the Black Goblin's body, if the player moved beyond the spawn range before retrieving it.
    290. There are now six times of a day the player can sleep until: dawn (4:00), morning (8:00), noon (12:00), late afternoon (16:00), evening (20:00), midnight (00:00). Each "power nap", regardless of length, restores all Health and Mana as usually.
    291. Implemented the backstab/sneak attack mechanic. It requires the Sneaking skill, actively applied sneaking, and the strike must be delivered to the back, so the victim must not see the player, or to a sleeping target (doesn't include the magically sleeping one, otherwise a mage would become grievously overpowered), or to any enemy that cannot react responsively to the hit, and it works only on with melee weapons or fists, plus the target cannot be in the combat mode. It adds extra damage equal to triple of the player's Dexterity (the weapon's damage is irrelevant in the calculation). It can be tricky to use, but it certainly works against any unsuspecting enemy, and with enough of Dexterity one can even slay an Orc Elite with a lucky shot. This bonus damage was disabled for all undead, golems, and stone sentinels, though.
    292. Revised all variables on giving Vatras the pieces of information about the missing people. Now it correctly gives the maximum 400 EXP for all eight bits. Still, these bonuses only apply before telling Vatras about Dexter's orders and about Raven's involvement, as it was in vanilla, so one might want to pay attention to that.
    293. Added a subsidiary 10 EXP reward for each silver chalice and plate brought to Halvor, once the player was accepted into the Thieves' Guild in Khorinis and confirmed the membership with the fish dealer.
    294. Added the Quest Log entry on Baltram demanding 10 bottles of "Wine" and 10 chunks of "Ham" to allow trade again with a player of the mercenary guild. It finishes successfully when the agreed wares are handed over. The quest doesn't occur if Baltram learns that the player works for the Ring of Water.
    295. Raised all costs in LPs for forging magic ore weapons for each item. The final designs for the ultimate magic ore weapons can be absorbed from the book in the monastery for free, as it was before. Also, mostly unified LPs for all trophy skills, so it's either 2 or 3 learning points for each ability now, plus increased learning costs for all alchemy options in general.
    296. Under no circumstances Jan will teach the non-mercenary/non-dragon hunter player how to forge magic ore weapons now. He was somehow bugged before, allowing the player of other guilds to learn how to forge the two first magic ore weapon models.
    297. Implemented the Quest Log entry on Bennet demanding five "Lumps of Magic Ore" to teach a mercenary player, who knows how to craft any steel sword, the knowledge on shaping the magic ore blades.
    298. Putting the three most prominent city thieves of Halvor, Nagur, and Rengaru behind the bars, results in Lord Andre issuing a special monetary bonus for all hard working defenders of the town's order.
    299. Fixed several issues with the Ring of Water's initiation meeting at Orlan, like Cavalorn random leaving behavior not connected to the status of the quest with the piece of the ornament from Lobart's farm, Baltram not being there, Lares forcing the player to equip the given armor instead of just giving it like with the "Water Staff", nothing being said about Baltram by Lares, and minor quip with ending of the meeting. Everyone will return to their usual place upon receiving the first mission from Vatras, as it was before, but the city trader will leave immediately after the meeting done, because he has a business to run.
    300. Moved the crazy Mantis in Jarkhendar who always attacked the water mages at the plateau and died as a result to the place away from them.
    301. The courageous Giant Rat who often clashed with the Razor in Jarkhendar, near the portal's plateau, was moved to a spot where it can test its skill only with the player.
    302. The vanilla splash damage from slaying Marsh Drones with melee weapons is now reduced by the player's {FIRE} protection, as both acid and fire are energy attacks based on liberation of hydrogen and oxygen in their targets.
    303. Orcs in the Valley of Mines no longer will stop their activities when close to the ram, and might even follow their enemies into the castle, so beware.
    304. The Black Goblin that got "snapped" to death by the Snapper nearby, on the way down to Quarhodron's tomb, was moved up the path, and will wait for the player there.
    305. The incomes with the masters in Khorinis were adjusted and made less extreme in their totalities, and now are:
    - approx. 22500 gold with Constantino (with no LP spent)
    - approx. 20000/25000/30000/35000/40000 with Harad (depending on the forged swords; the maximum demands 20 LP spent)
    - approx. 27500 with Bosper (with 6 LP spent)
    306. Added the individual Quest Log entry on bringing back the runic ring back to Morgan, from dead Angus. The mission ends when the ring is passed back to the lazy pirate.
    307. Entities summoned and created by the player no longer supply with extra items, except for their worthless weapons.
    308. If the player broke a lockpick during a lockpicking attempt, there is another roll for Dexterity, the higher the better, to determine if the botched crack was heard by any potentially interested, including sleeping, nearby entities.
    309. Revised rewards from pickpocketing and now most of them are obtainable exclusively only through the pickpocketing option, and no longer via beating the victim and taking the item/object from them. A handful of exceptions remained in place for the game's progress and consistency needs, with Francis, Cornelius, Igaraz, Thorus, and Migorn.
    310. The Blood Fly and the Snappers from Grimes' mine's vicinity were relocated to points further away, to avoid them being sliced to pieces by the knights there.
    311. Included a Quest Log entry on dispatching the gurgling reptiles for Kervo. The quest finishes once the lurkers are slain and the fact was reported to the convict.
    312. A Quest Log entry was added for Talbin wishing for a wedge of cheese for his trophy collecting knowledge. Once he receives it, the quest ends with success and now gives some experience.
    313. Bennet now sells the belt for the "Crawler Armor" once Wolf gives the player said armor.
    314. The "Spark" and "Ball Lightning" spells now deal double damage to swimming or diving enemies.
    315. The player can now set alight most of the road torches.
    316. There is now a new Quest Log entry for Abuyin buying "Honey Tobacco" mixes under the "Specials" topic.
    317. It is no longer possible to threaten Bodo if Dar admitted to sell the weed parcel in the city.
    318. The player can give any one-handed ore sword to Feros now. Additionally, the better the sword given to him, of the four models, the better the EXP reward. Finally, bringing his own lost sword is now the least experience influencing option.
    319. The Black Troll is now a hulking mass of brutality and can not be miniaturized by the "Shrink Monster" spell.
    320. Increased yield for obliterating Snow Rippers to 350 EXP.
    321. Tiered and adjusted the challenge difficulty and rewards for all Orcs and Lizard Men. The Orc Scouts are the relatively weakest, then Orc Shamans, next Orc Warriors, then Lizard Men, next with Orc Elites, then Orc Warlords, closing with Orc Colonels. This translates into Health, Strength, Dexterity, all weapon skills, and armor protections. Also, gave all those varieties of Orc Elite the same weapon, it being their war sword. Also, shamans now employ the power of the "Lightning" spell instead of the "Fireball" one.
    322. Eating 25 pieces of "Cheese", "Ham", "Bread", "Stew", "Sausage", "Honey", "Milk", "Mutton Sausage", "Smoked Herring", "Khorinis' Special", and "Frumenty" now supplies with a tiny, yet permanent maximum Health and/or Mana bonus but only once.
    323. Corrected the botched minor dialog order with Hilda when asking for grub.
    324. Akil's Sheep should no longer return to the cave it was snatched to, if it was returned into the farmer's care.
    325. Now Fernando offers a better ring upon agreeing to keep the trader's involvement with bandits hush hush, if he was given more than two pieces of incriminating evidence.
    326. Bennet now gives a better amulet to not Mercs if the player rescues him from the gallows.
    327. Jan teaches dragon hunters how to forge the third model of their special magic ore weapons, so now, after entering the Valley of Mines, the player doesn't have to return to Bennet in the just ensued Chapter 4 to get the better versions.
    328. Added the extra line when asking Kardif for sailors for the improved logical continuity.
    329. Moved the two Mole Rats that were always killed by nearby Wargs in the dense forest to the other side of the hill.
    330. "Cornelius' Diary" will display the individual Quest Log entry only once now upon being read.
    331. "Lucia's Farewell Letter" is going to display the respective Quest Log entry only once now upon reading.
    332. Moved the wolves that spawn next to Lobart's farm in the Chapter 2 closer to the path leading to Xardas', so they won't engage with the farmers anymore.
    333. Adjusted all attributes for several characters that can travel with the player to Irdorath island, because some of them actually got weaker than in the previous Chapters.
    334. Girion is now a real party member, starting with the Chapter 6, if he was taken for the journey.
    335. If "The Claw of Beliar" was given to Saturas, the Dracolich will now comment accordingly, instead of saying something about wielding the weapon. That includes Beliar's runes too.
    336. Added an extra Blank Rune to the game. It's with Raven.
    337. Girion doesn't count anymore into the crewmembers limit on the journey to The Halls of Irdorath.
    338. Fixed a massive amount of boundless objects in the world(s).
    339. Eliminated the "+5 LP investment" well known exploit. Now the formula correctly recognizes the tiers for each investment of multiplier of 30 points, and calculates everything in absolutes.
    340. Added a special Quest Log entry to track all (un)successful pickpocketing attempts.
    341. The creature of fire, known as Spectre, now inflicts pure [FIRE] damage plus burning, so beware.
    342. Now Canthar really takes 100 gold if he demands it for being beaten by the player.
    343. Now only four traders in total are going to have unlimited ammo for ranged weapons (arrows and quarrels): Bosper for Khorinis, Fisk for Jarkhendar, Engor for the Valley of Mines, and Diego for the Halls of Irdorath. All others will respawn any ammunition only at the beginning of a new Chapter; if they would be selling it in the first place, that is. Any ammunition sold will be "repurchasable" back, as usual. Additionally, Bennet will sell a small supply of special ammunition for the three unique ranged weapons ("Mystic Fire Bow", "Enchanted Bow", and "Magical Crossbow") when at Irdorath and if the player has those weapons in their inventory.
    344. Now the player will become drunk if they would imbibe most alcohols. The drunk duration depends on the Strength or maximum Mana attribute as these represent either strong body or strong head, with reduction of 15%/30%/45%/60%/75%/90% of time for 30/45/60/75/90/105 values. Every alcohol of the selection makes the player drunk for base 30 seconds, so with the reduction it would be 25, 21, 16, 12, 7, and 3 seconds in total. The drunk effect activates only while being at maximum Health and Mana, or arriving at maximum Health and/or Mana, with the just imbibed alcohol. The player ceases being drunk once they enter the melee/ranged/magic combat stance, because that translates into a life threatening situation. However, the drunk duration isn't canceled by the stances but only put on hold while in them.
    345. Extended the amount of skin trophies the player can grab from obliterated creatures to 16 in total.
    346. Fixed two issues with Dexter's dialog that's connected to Greg's appearance.
    347. The player can tell Marcos he comes from Garond only if the quest about scouting ore mines is active.
    348. From now on, Parcival will aim to kill if the player opened the gate to the castle in the Valley of Mines.
    349. Corrected and/or improved all ambient/assigned information/gossip.
    350. Any dragon hunter will now wear only "Light/Medium Dragon Armor" to reflect on the idea of the player being the only badass mofo who can obtain the heaviest version. It also has another helmet to it now, to differentiate it even more against the medium model.
    351. The Snapper Pack Leader in the Valley of Mines is now bigger and badder than a regular Snapper entity.
    352. Capped all weapon skills at 100%. For melee weapon skills, going above that limit was pointless, because every hit resulted in a critical anyway. For ranged weapon skills it was sometimes making distance calculations erroneous, resulting in being less accurate than the other way around.
    353. If the player didn't collaborate with Greg in Khorinis or ran away with his treasure while he was there, the pirate will be less generous while in Jarkhendar while issuing rewards for some missions.
    354. The player can now buy the upgraded version of pirate armor from Garett if Greg gave them the worse one.
    355. Added two new melee weapons to the highest tier, "Crimson Stalk" and "Barbarian Voice", a two-handed sword and a two-handed axe, respectively. Additionally, adjusted stats for several top melee weapons for a smoother selection of armaments.
    356. Milten is now capable of teaching the player the two top paladin runes in the Chapter 6.
    357. Added a top bastard sword, "Svart Natt", to the collection, so the inclined player would have access to a one-handed weapon that can inflict quite a lot of damage, and it's not an exclusive for dragon hunters or paladins. The Strength requirement for this one is a bit non-satisfactory, though, like with all bastard swords. Hakon will also inform the player about the fact of having it among his goods, in the Chapter 5.
    358. Many characters that are supposed to work in duos, like Juan and his bandit buddy, the militiamen at Bengar's, Sylvio and Bullco in the Valley of Mines, and a few others, should now get activated and engage in combat if the other partner was attacked by the player or anyone else of the non-viable guild.
    359. Implemented the mass frying mechanic at pans and stoves. The player can fry raw meat, raw insect flesh, raw clam meat, raw fish, dark mushroom, digger meat, and "Mantis Head" (for the brain) only. The available frying amounts are x1, x5, x10, x25, x50, x100, and "all" (the last option says how many pieces were fried), but with no waiting periods between. The fried "Dark Mushrooms" don't provide permanent maximum Mana bonus after consuming 50 mouthfuls. Also, Constantino doesn't accept any of these fried versions of the fungi. Finally, the both fried mushrooms don't provide with the extra maximum Health replenishment, plus they boast less Health replenishment in total, to reflect on not being made mostly of proteins.
    360. Implemented the mass brewing, blending, and rolling mechanic at the alchemy benches.
    361. The player will receive either of the two new merc armors for freeing Gorn in the Valley of Mines in the Chapter 2 now. They are different in texture, and slightly or somewhat better in statistics than the "Medium Mercenary Armor" that's purchasable at Lee. The obtained version depends on (not) learning about Gorn's imprisonment from both Milten and Diego and securing Gorn's treasure from the tower.
    362. The secondary protections for guild armors now differ. The militia/knight/paladin ones tend toward {MAGIC} protection, while mercenary/dragon hunter tend toward {FIRE} protection, and novice/mage robes are good at both {FIRE} and {MAGIC} protection, but less effective against [SLASHING/BLUDGEONING] and [PIERCING] types of damage.
    363. Added three new bows to the arsenal, "Spruce Bow", "Hornbeam Bow", and "Alder Bow". The last one is sold by Diego at The Halls of Irdorath, the middle product by Bosper and Khaled in the Chapter 5, and the first selection by Garett, Jora, and Tandor in the Chapter 2.
    364. Added lines to Lucy, Justal, and Ignaz. The last one is available only for those who restored Fortuno in Jarkhendar and have the proper elixir ready for the crazy alchemist.
    365. Canthar now provides a rather nice one-handed weapon, "Light Saber", if the player works for him in getting rid of Sarah, but only if the player didn't accept anything from the merchant before entering the city.
    366. Reintroduced the "Speed Stimulant" that is of doubled duration of that of the "Speed Tonic". It requires the knowledge of the mentioned tonic, and the recipe can be found in the monastery, nailed to the larder's door.
    367. Both pillaging parties at Akil and Bengar can be now permanently scared away with the "Fear" spell, solving "their" respective quests. The mercs can be then found on Onar's farm, while militiamen in the city. Note that this to work, the player needs to remove themselves from the range of sight of the affected characters, and then return to the involved NPCs to settle the quests this way.
    368. The player can reach the "secret" items atop of the stone house in the temple area of Jarkhendar without using any cheats now.
    369. Now the player's body scales properly in width and height; exactly as it does with the other human male characters in the game with the certain values of the Strength attribute (-10% for Strength below 55 and +10% for Strength above 125).
    370. Gaan no longer demands 100 gold for teaching on how to take trophies if he learns the player works for the Ring of Water.
    371. Added the "Brew of Recovery" to the general equipment that has both Health and Mana revitalizing properties. It's sold in small quantities by alchemy oriented merchants over the Chapters. There is also the recipe for it, sold by Lutero from the Chapter 2 onward, and the main ingredient is the "Blue Elder" plant, while the recipe itself requires knowledge about both the "Essence of Healing" and the "Essence of Mana". The thing can't be guzzled down via a quick key.
    372. The player can now obtain "Boar Tusks" from destroyed boars if they know how to take teeth trophies.
    373. Introduced a very fancy, for those prepared, or very nasty, for those unprepared, event in the secret cave with the "Drake Slicer".
    374. Now damaging Fire Golems and Ice Golems generates completely new particles instead of the generic ones of Stone Golems.
    375. Restored several more sounds for the environment, for the Rock Dragon, for the afraid people under the "Fear" spell's effect, for the frozen solid via "Ice Ring" and "Ice Block" spells, and when sacrificing at Statue of Beliar for the upgraded weapon or runes.
    376. Corrected certain pesky casting behaviors for a slew of spells.
    377. Added or restored new dialog options for Cord that were botched previously. All are connected to the topic about the Ring of Water.
    378. Improved Bronco's behavior across the Chapters, so now he's going to react to what's happening on the farm, in conjuration with the fact he was/wasn't forced to work on the fields by the player.
    379. Paladins and mages will employ their own healing spells if they have Mana available and were injured, before using any healing potions in their inventories.
    380. Sonja at bordello will now play on her "Harp" every night. The possibility to play it was also reintroduced for the player.
    381. Added the "Supply Crate" item to the inventory. The player can open it to get the 4 bottles of "Grog" that are inside. Skip is going to accept "Supply Crates" in the quest for 20 bottles of "Grog" as well.
    382. Fixed all botched instances connected to encounters with the Seekers as a mage. A few mangled encounters with the possessed were fixed too.
    383. Now the player can tell Cavalorn they are going to visit the Valley of Mines if they didn't want to or forgot to disclose that fact before. This can happen only before the start of the Chapter 3, and only if the player received the investigation mission from Lord Hagen.
    384. Now the player can report back to Pepe the fact that they have kicked Bullco's fat ass up to the Chapter 5.
    385. The player can't ask Thorus anymore about getting the "Heavy Bandit Armor" if they already obtained it.
    386. The player won't be able to show the "Green Stone Tablet" to Franco and/or Edgor if they didn't learn about its location in the first place from either of these two.
    387. Now Owen is going to return to the pirate camp after Raven's demise, but only if that fact was conveyed to Greg.
    388. No more Saturas will give the letter delivery mission to the player if Isgaroth is dead.
    389. The named kidnapped slave NPCs won't materialize in Khorinis if they died in Jarkhendar.
    390. The local peasants can't be inquired anymore about Bronco if the dude is dead.
    391. Lord Andre will jail only those troublemakers that are alive from now on.
    392. Revised several weird/messed up instances that are connected to the three individual quests with the ship, the captain, and the crew.
    393. The player can now convey the fact of talking with Quarhodron to Myxir even if the mage moved to Khorinis.
    394. Added a possibility to pass as a fire mage to a few cases where one could pass only as a militiaman and/or paladin. Additionally, restored that one minor case where one could pass as a mercenary and/or dragon hunter.
    395. Corrected Bullco's dialog behavior connected to Pepe, Onar, and/or Lee.
    396. Added check for a worn armor, that includes the "Citizen" clothes and novice/mage robes and excludes the "Farmer" clothing and "cheat" armors/apparels, to several more characters.
    397. If the quest with Farim and fish was solved successfully, Martin will have 50 pieces of "Raw Fish" to sell. The stock doesn't replenish over the Chapters.
    398. Fencing the food shipment from Akil to Nagur will result in Fenia having extra food to sell once the whole affair is over.
    399. "Gin" and "Wine" were turned into a source of small but pure Mana replenishment.
    400. The player can now open all packets, parcels, and packages, except the one belonging to Cipher, in order to keep their contents for themselves. However, this will translate into inability to finalize respective quests and the entries for them will stay up until the Chapter 6.
    401. The engraved ring of the trader guild of Araxos was made a mission item. It won't expire anymore along with the bandit's body if the player moved beyond the spawn range before retrieving it.
    402. Added two two-handed bludgeoning weapons of higher tier, "Campaign Scepter" and "Pulverizer", to cover gaps for smashing combat tools in their respective categories. They can be bought with Garett and with Rethon.
    403. The very rare bug when the player gains enough experience to level twice not giving the proper amount of maximum Health and/or Learning Points was eradicated.
    404. Restored the "Liquor" item that was supposed to sell by Lucia to the game. It's a source of small but clean Mana replenishment.
    405. Erased the exploit of "infinite" apples that spawn in the inventory of beaten up NPCs. Now the only apples the player can obtain are those bought or taken from the various locations.
    406. Eliminated the bug with the "Hammer" basic tier weapon disappearing from the inventory if the player started forging weapons at the anvil while having it equipped. It will be unequipped prior now.
    407. The player can return Cipher's package and Rod's sword while in the Valley of Mines too now.
    408. It is possible to buy the "Heavy Militia Armor" while in Khorinis now if Peck is back in the barracks plus if the player finished certain missions for Lord Andre or if it's the Chapter 2. It's more expensive than the one that can be bought with Engor in the Valley of Mines, but it can get slightly cheaper overall depending on the amount of the side missions finished; these are mainly connected to putting troublemakers behind bars, including the members of the Thieves' Guild; reporting where Peck was found to Lord Andre will influence the price as well.
    409. Harpies now present a single "Harpy Feather" to collect once they are struck down. It doesn't require any special trophy skills to obtain, like with the "Mantises' Heads".
    410. Lucy now sells precooked/premade six special dishes. They all require the player to bring her the ingredients and pay a small redistribution fee that depends on the given selection. There is no limit on the buying amount. They don't provide with any permanent maximum Health and/or Mana bonuses, and the texts in their descriptions are only for flavor. The foodstuffs are:
    - Stag Salad (10 "Rosehip Berries", 1 "Honey") <12 gold>
    - Doe Salad (10 "Sloe Berries", 1 "Honey") <12 gold>
    - Mouse Pie (1 "Bread", 1 "Sausage", 1 "Cheese") <8 gold>
    - Dove Tea (1 "Healing Herb", 1 "Milk", 1 "Wine") <8 gold>
    - Iguana Potage (1 "Ham", 2 "Fried Meats", 1 "Grog") <11 gold>
    - Shark Chowder (3 "Fried Fish", 1 "Fried Clam Meat", 1 "Water") <19 gold>
    411. Gorax now sells a new teleportage rune that blinks the player to the Sun Circle. It appears in his merchandise after talking to Pyrokar once "The Eye of Innos" has been repaired.
    412. Added "Falcata" one-handed slashing weapon to Fisk in the Chapter 2.
    413. Limited the amount of Health and Mana the player can willingly sacrifice with the statue of Beliar to 50 and 10, for Health and Mana respectively. These sacrifices are disparate to sacrifices made for upgrades of "The Claw" or for Beliar's runes. The dark god isn't interested in the player sacrificing the "miscellaneous" bonuses, like from elixirs or stone tablets or books and so on; that means the player can sacrifice only the Health gained by leveling up and the Mana trained at teachers. The gold rewards for sacrificing with Beliar were increased by 20%, and there is still the secret cap, like it was before. Finally, Beliar is less generous with the player's sacrifices of knight/paladin and fire mage guilds, like he always was. He also accepts only one sacrifice each day, otherwise he will get angry and will permanently drain the player instead, without providing the gold reward.
    414. Limited the amount of Health the player can sacrifice for upgrades of "The Claw" to {(the character level x 10) + 40} for technical reasons.
    415. Trolls were made slightly more hardcore. They turn faster, contact more often, and it's somewhat harder to avoid their punch now.
    416. The notorious "Embarla Firgasto" was nerfed somewhat and now grants only +10 permanent bonus to the dominating body attribute. Additionally, it now steals -25 of maximum Mana forever upon consumption.
    417. Added "Tobacco Leaf" as an item that grants 5 seconds of enhanced alacrity. Added possibility to blend "Tobacco Leaves" with "Apples" to get bags of regular apple tobacco. Some traders now sell "Tobacco Leaves" in small quantities as well. This new consumable doesn't provide with any permanent bonuses.
    418. Vasili now have a surprise for the player with sharp eyes who rummaged through the pirates' camp in Jarkhendar. If the surprise with Onar's right hand isn't to the player's liking, then the player can always visit Luthero in the city for something more direct...
    419. Added four examples of the "local cuisine" ("Chicken Patty", "Hazelnut Brittle", "Cocoa Sambocade", and "Dried Beef") to a few "themed" traders. Each has a competitive market price, but with a twist.
    420. Added an instruction on creating a two-handed war scythe of the lower tier, "Falx", to Carl. It requires any forging weapon skill to be comprehended and used, and to create a Quest Log entry. The option to craft it is under the "Forge non-magic ore weapons" selection while using an anvil. The bloke will part with it for some gold or three servings of two certain foodstuffs.
    421. Removed the prerequirements for brewing the "Elixir of Agility" or "Elixir of Brawn", where the player needed to have the knowledge of either "Elixir of Healing" or "Elixir of Mana". The two other permanent elixirs, the "Elixir of Life" and the "Elixir of Mana" needing the knowledge of their predecessors to get to brew them, stayed as it was before.
    422. Implemented a new "background" enhancement option, that has the codename of "Quirk". Selectable with Xardas, but only at the end of the very first dialogue, before venturing forth. It's purely optional, so the player can simply select the "nothing" dialogue option (and exactly get that). The "quirks" are based on archetypes:
    - Grunt ("Warrior" archetype): 13 Health per level but only 9 LPs per level
    - Scalawag ("Thief" archetype): demands 1 more LP for each trophy and 10 more LP for Acrobatics, but gets 15% more gold from pickpocketing (plus the general pickpocketing rewards, in gold coins, were increased slightly as well, so this quirk gets even more money)
    - Infuser ("Mage" archetype): can brew improved healing and Mana potions (by 33% in every aspect), but can't learn brewing Elixirs of Brawn, Agility, and Life.
    - Forager ("Ranger" archetype): can get raw meat from reptiles, raw meat from trolls, and raw insect flesh from field raiders and all mine crawlers, and more raw meat from some other creatures, but needs x1.65 as much gold to pray at Statues of Innos (excludes fixed prices for blessing weapons)
    - Thug ("Bandit" archetype): +15 to all protections, but most potions replenish less by 50% (not shown in the items' descriptions), including those applied with the hot keys, and also caps the "Medicine of Pure Life" and "Draft of Pure Mana to 350 Health/Mana replenishment
    423. The keys gained their own category, so they won't mix with the other items in the inventory anymore.
    424. Fixed almost all bugs, issues, and discrepancies related to the botched sneaking mechanics.

    v2.6 (not released yet)

    425. Added two new weapon skill books to Lutero for archery and crossbowery, but lowered the weapon skills yields of all books to +4% each, and increased their price to 6500 gold each too. The whole collection appears on the merchant in the Chapter 2 as usual.
    426. Lowered the minor bonuses to provided by Sergio and Wulfgar to +1%.
    427. Implemented 7 water barrels in Khorinis only, close to sign posts, where a weary traveler can wash up and/or hydrate a bit; an action which replenishes 7 Health every time. For those inclined, the player can buy a book for 500 gold from Isgaroth in the Chapter 1 about those crystal water spots, to make their healing twice as potent at the minuscule cost of 1 Mana.
    428. Added a locked stone chest to Jarkhendar, in the outer bandit camp, which contains a number of various bones and the wild recipe for bone broth. The recipe can be given to Snaf who will cook the stuff for the player from on then, for a set of 15 any bones and 35 gold per serving.
    429. The mysterious barrel containing processed swamp water appeared to Jarkhendar in the bandit camp. Each gulp permanently drains 1 Health but also infuses mind with 100 EXP worth. It can be used 40 times before the processed swamp water inside stops influencing the player.
    430. The "Grimoire of Wisdom" was dropped in Fenia's merch inventory for the Chapter 5. She will address the player herself about having it, so they could buy it for an uncompromising sum of 10000 gold pieces. Upon finishing the book, the reader gains 5 LPs to distribute as they see fit.
    431. Installed 44 new prospect spots for mithral, adamantine, and eternium ores. Each session with a given spot provides 1 lump of the respective ore, and involves no training in any form. The new spots are distributed unevenly and most often hidden through Khorinis, the Valley of Mines, and Jarkhendar. Every 10 sessions with any of the new ores' spots provides the determined unique gemstone from the set of four.
    432. Moved the "Quirk" line to the more fitting section in the character's stats screen. Lowered the innate bonus provided with the "Thug" quirk to +8 to all protections. Additionally, included two new quirks based on archetypes:
    - Sapper ("Prospector"): extracts +1 extra ore lump/nugget from all deposits, lodes, and veins, but can't use spell scrolls with the spells above the second level (with exception for the "cure wounds" ones), yet can still use all spell runes
    - Hustler ("Adventurer"): +15% to one-handed weapon skill, plus starts with Acrobatics and a unique melee weapon ("Combat Pick"), but is much more vulnerable to fire (receives double damage from any sources of it)
    433. Added the forging instructions for the new unique melee weapon of "Thrusting Sword" for Dexterity oriented players. However, the process of finally obtaining the weapon won't be easy, since it will include special components, a teacher to unravel the general process, and LPs investment in forging weapons. The scroll for it can be acquired with Khaled in exchange for 3000 gold pieces or 10 lumps of new adamantine ore.
    434. Included two new combat AIs for human NPCs and distributed them among the population.
    435. Slightly or decisively altered combat AIs for several monsters.
    436. Removed two easy to grab, valuable weapons from Khorinis.
    437. Fixed the issue with teleportation spells permanently bugging creations'/summonees' behavior.
    438. Inserted the "Evening Star", a one-handed melee weapon, of the apex tier of bludgeoning type. It can be purchased with Bennet in the Chapter 6.
    439. Moved slightly the destination points for teleport spell runes for Khorinis city and Orlan's tavern.
    440. [RESERVED]
    441. [RESERVED]
    442. [RESERVED]
    443. [RESERVED]
    444. Materialized the five flasks of tannin, an important ingredient for certain armor/helmet/shield crafting processes where leathers, hides, pelts, and so on appear. Hodges has two, while Engor, Samuel, plus Fisk have one each, and all are available from the Chapter 1.
    445. Raven was finally made completely immune to the "Fear" spell.
    446. The permanent maximum Health drain cost for mages for obtaining Beliar's spell runes was increased to 11 per rune upgrade level, so at the maximum runes' upgrade level the total drain is 55.
    447. Added several tanning racks to the worlds for leather type armor crafting purposes.
    448. Implemented "Craft Armors" skill that allows creation of various unique protective gear at either a tanning rack or an anvil with special components (but mostly skins or ores respectively). The skill itself plays out like "Forge Weapons", so basics are covered by every teacher, then each teaches a certain model. Matteo teaches three cloth/leather type armors, Wolf one leather type armor, Bennet two metal type armor, and Jan one metal type armor. Some teachers might require payment or bought/found designs to enable their tutoring, while some options are available only with the progression of the Chapters. Additionally, there are two blueprints for two very special armors to be found.
    449. The player will now receive the key to the chest beneath Greg's hut, where the sea wolf stashed his old navy armor. But only once the demise of Raven would get reported.
    450. The player can now select a dialogue option of delivering a pan to Hilda without taking gold from her.
    451. A small number of bandits gained the new armors to differentiate their appearance from the brigands' general population.
    452. Now teaming up with Constantino as his apprentice provides +5 permanent maximum Mana bonus when bringing him 50 pieces of "Dark Mushrooms" for each set, in addition to the usual gold.
    453. Grimbald can now teach how to obtain jars of special grease, a fatty base for certain restoratives, from bumped off Mole Rats.
    454. Cavalorn is now the source of trophy skills on plucking out feathers from destroyed Harpies and Scavengers (both).
    455. Preparing salves and ointments made its appearance at alchemy benches, while the recipes can be found in the worlds or bought (at Salandril with each new Chapter, for example). Each salve/ointment requires the rather rare "Jar of Mole Rat Fat".
    456. Added the recipe for the "Black Ointment" to the new stone bookstand at the house of the Healers. It requires the most advanced language of the Builders and the knowledge of "Essence of Mana" to comprehend. The new ointment's application yields +2 permanent maximum Mana bonus.
    457. When in Jarkhendar, there's a 25% chance the player won't recuperate while sleeping because of insects.
    458. Reduced the cost of obtaining all runes from Albrecht. Additionally, the paladin can teach the two final runes once the player learned the location of The Halls of Irdorath in the Chapter 5.
    459. Tripled the amount of magic ore reward in Vatras' delivery quest.
    460. Razors no longer attack Chompers.
    461. Talamon is now immune to all kinds of magic, falling, special, and fire damage.
    462. Now Salandril sells a recipe for "Vidieu Cigar" in the Chapter 1, which utilizes "Tobacco Leaves" and some other ingredients to create a smoke. Once it's inhaled, it grants +1 permanent maximum Health bonus and increases the duration of "Speed Tonic" and "Speed Stimulant" by 20 seconds (not shown in the items' descriptions). However, only 3 cigars can be consumed, before their effect instead becomes harmful.
    463. Fixed wrongly assigned collision sounds to many objects in the worlds.
    464. Introduced the mechanic of pressing juices at pitchers (with "Stompers") from "Apples" (for "Apple Pomace"), "Bananas" (for "Banana Nectar"), "Carrots" (for "Carrot Juice"), "Pears" (for "Pear Slush"), and "Plums" (for "Plum Mash").
    467. Raven and the Dracolich were made immune to freezing effect of "Ice Block" and "Ice Ring" spells, because they are bosses and shit.
    468. The additional extra reward for destroying "The Claw of Beliar" is +2 LPs now.
    469. The amount of permanent maximum Health bonuses to be prayed for with Innos Statues were capped at 150.
    470. The "Hasty Herring" duration is now correctly set to 1 minute.
    471. The "Svart Natt" is no longer sold by Hakon, and can only be found at The Halls of Irdorath.
    472. The knights and paladins can receive a very special blessing/training with Parlan. Costs 3500 gold plus some special elixirs the candidate needs to provide (either bought or created), and allows the knight or paladin to inflict +15% base damage with their special weapons against either Seekers plus undead or either orcs (of all kinds). The option appears only after reading a certain book received from Lester in the Chapter 3.
    473. Added 25 hidden Easter Eggs to the worlds, either in form of objects or locations.
    474. The "Zerk Slasher" is now fully available with Khaled in the Chapter 5.
    475. Redistributed some of the more powerful transformation spell scrolls towards later Chapters.

    B) Aesthetic changes, fixes, and improvements:

    1. Absolutely zero German language leftovers now.
    2. Many typos, spelling errors, and translation inaccuracies were fixed.
    3. Almost all items list their attribute and/or protection bonuses in the inventory in the same order as in the character's stats screen.
    4. Added description to the "Keroloth's Leather Satchel" to distinguish between full and empty versions of it.
    5. The player has to mention to Coragon that he's in possession of the "Lehmar's Ledger" before he can give it to Coragon.
    6. The "Learning" topic was removed from the Quest Log and its contents were moved to the "Learning in the Outer World" topic.
    7. Moved all descriptions for the effects for almost all items to the first line available, for a greater readability in the inventory. Weapons and armors weren't changed in that aspect.
    8. There are four versions of "youngins" now. Juvenile Field Raider, Immature Giant Rat, Young Wolf, and Small Blood Fly.
    9. Renamed Lower Skeleton to Lesser Skeleton.
    10. Almost all feasible instances where the player gives something to someone or buys/pays for something are distinguished as now.
    11. Corrected the total gold sums in the "Francis' Paybook" as they didn't add up before.
    12. Corrected Rukhar's dialog path regarding the bets in the "Bottoms Up!" quest. Now all stakes are correct in all cases.
    13. Corrected the names of potions crafted by Master Neoras. Those were both "Extracts of Healing/Mana", not "Extract of Healing" and "Elixir of Mana".
    14. Changed some stone tablets' formatting to:
    - "Stone Tablet of X I" to "Common Stone Tablet of X"
    - "Stone Tablet of X II" to "Uncommon Stone Tablet of X"
    - "Stone Tablet of X III" to "Rare Stone Tablet of X"
    15. Renamed some stone tablets' suffixes to:
    - "Of Crossbow" to "of Crossbowery"
    - "Of Life" to "of Constitution"
    - "Of Magic" to "of Spirituality"
    - "Of One-Handed" to "of Fencing"
    - "Of Two-Handed" to "of Brawling"
    16. Restored the mesh and texture for the "quest" leather satchel(s).
    17. Renamed several regular items:
    - "Hammer" (tool) to "Mallet", to distinguish it from the "Hammer" (weapon)
    - "Lab Water Bottle" to "Lab Bottle"
    - "Mandible" (tool) to "Pincers"
    - "Pick" (tool) to "Rake"
    - "Runestone" to "Blank Rune"
    - "Swampweed Stalk" to "Swamp Weed Reefer"
    - "Weed Masher" to just "Masher"
    18. Renamed several potions:
    - "Elixir of Dexterity" to "Elixir of Agility"
    - "Elixir of Strength" to "Elixir of Brawn"
    - "Essence of Spirit" to "Elixir of Concentration"
    - "Mana Elixir" to "Elixir of Mana"
    - "Mana Essence" to "Essence of Mana"
    - "Mana Extract" to "Extract of Mana"
    - "Speed Potion" to "Speed Tonic"
    19. Changed "Hitpoints/Life Energy" to just "Health" everywhere in the game's texts, and the same goes for the character's stats screen.
    20. Corrected all cases where an item's name had a full stop at the end.
    21. Differentiated all names for the weapon skills' ranks for twelve in total. Now they are:
    - Bows: Rookie/Archer/Deadshot
    - Crossbows: Tyro/Shooter/Sniper
    - One-handed: Initiate/Fighter/Fencer
    - Two-handed: Novice/Warrior/Brawler
    22. All cases not related to pickpocketing, where the dialog lines start with a bracket, are now capitalized and end with a period before the closing bracket.
    23. Alligator Jack's dialog option of him teaching how to "Skin Animals" is now distinguished as "Skin Reptiles", as it should be.
    24. Added more names for the skinning trophies. There are skins, pelts, furs, leathers, hides, and fleeces now. Also corrected the formatting of the many various heart trophies.
    25. Renamed several abilities in the character's stats screen for consistency, and in some cases, at the teachers too. They are now:
    - "Alchemy" to "Brew Potions"
    - "Pick Locks" to "Lockpicking"
    - "Pickpocket" to "Pickpocketing"
    - "Sneak" to "Sneaking"
    26. All entries regarding crafting items are now consistent.
    27. Renamed the "Animal processing" Quest Log entry to the "Taking Trophies", to match it the other crafting related entries of "Brewing Potions", "Creating Runes", and "Forging Weapons".
    28. Added more names for taking animal trophies: pull out teeth/tusks, dislodge claws, skin animals and reptiles for skins/fleeces/hides/pelts/furs/leathers, remove hearts, lever/snap off horns, sever tongues, cut off wings, remove stingers, cut off mandibles, detach plates, separate scales, and collect blood. Also corrected the silly "bloodflys" to "Blood Flies" at the "Taking Trophies" entry in the Quest Log. These are only cosmetic name changes and not any alterations to game mechanics.
    29. No more of weird, hyphenated misspellings in the game's texts anywhere.
    30. All runebooks are now consistent in their reading. Removed the invalid entry for the regular "Fireball" in the third circle's bookstand and runebook too.
    31. Retouched all texts for bookstands and lecterns.
    32. Added extra text when paying with a permanent maximum Health drain at Statue of Beliar, when upgrading "The Claw" or paying for the runes this way.
    33. Unified the naming of the armor protections by:
    - Altering "Weapons Protection" to "Slashing/Bludgeoning Protection" in the character's stats screen, and swapping the "Weapons Protection" in an item's description to "Slashing/Bludgeoning Protection" as well
    - Changing "Projectiles Protection" to "Piercing Protection" in the character's stats screen, and changing the "Arrows Protection" in an item's description to "Piercing Protection" too
    - Renaming "Dragon Fire Protection" to "Fire Protection" in the character's stats screen, to match the "Fire Protection" naming in a protective item's description
    34. Matched the names for all spells in the inventory and in the quick keyed selection menu.
    35. Revised all of the tombstones' inscriptions.
    36. Inspected the names of all amulets, belts, and rings.
    37. Names of several damaging spells were changed for a greater naming versatility.
    38. Standardized the names of several creation and summoning spells, and corrected names of the respective creatures accordingly.
    39. Added space after "Gold:" in the inventory window for a better aesthetic impression.
    40. Food and healing and Mana potions are now marked with the "Health/Mana replenishment" description. That means it simply restores Health and Mana score up to the maximum value, and never goes beyond. All jewelry and elixirs are now marked with "(Maximum) (Attribute) (Permanent) Bonus" description, which (permanently) adds to the (maximum) value of the given attribute. In the case of jewelry it only applies as long as the player is wearing it, of course.
    41. Reviewed the plants and added the following changes by renaming:
    - "Dragonroot" to "Dragon Root"
    - "Fireweed" to "Fire Weed"
    - "Goblin Berries" to "Goblin Berry"
    - "Meadow Berry" to "Rosehip Berry"
    - "Snapperweed" to "Snapper Weed"
    - "Wood Berry" to "Sloe Berry"
    42. All names for the shops were checked twice.
    43. Translated, and improved the overall structure, from German everything in all cheat characters from the Marvin mode.
    44. All items have the same name in the world as they have in the inventory (except for the magic stone tablets).
    45. Clarified all instances where a teacher can teach the player forging the basic steel sword, "Exquisite Broad Sword", and one where they can teach the player how to forge the "Ore Long Sword".
    46. The Quest Log clarifies that the player will also need to spend one "Raw Steel" per armament when forging magic ore weapons now.
    47. All thieving skills are now marked with the "Proficient" word when learned, and all other, non-combat skills with the "Adept" one, in the character's stats screen. The entry for the language of the Builders is now a thing, and it gained three different texts, one for each level, while texts for the Circles of Magic clearly distinguish the current advancement in them.
    48. Renamed Mine Crawler Warrior to Greater Mine Crawler and Grassland Scavenger to Dire Scavenger.
    49. Changed Fire Devil's name to Spectre.
    50. The orc horde's leader in Jarkhendar is a named monster now, Kish-Urk. That doesn't mean he will talk to the player.
    51. The Swamp Shark that ate Lou is a named monster now, Stuffed Swamp Shark.
    52. Renamed particular monsters to:
    - Shadowbeast(s) to Shadow Beast(s)
    - Swampshark(s) to Swamp Shark(s)
    - Molerat(s) to Mole Rat(s)
    - Minecrawler(s) to Mine Crawler(s)
    - Goblins by categorizing them into Green, Black, and Gray groups (from the weakest to the strongest)
    - Bloodfly/Bloodflies) to Blood Fly/Blood Flies
    - Meatbug(s) to Meat Bug(s)
    - Bloodhound(s) into Blood Hound(s)
    53. Revamped all foodstuffs that give permanent attribute bonus, to play the same sound, and display the granted bonuses properly, in the orderly fashion on the screen, when consumed.
    54. Consolidated the wording in the Quest Log's main screen.
    55. The message on lacking of the required Circle(s) of Magic is now more logical when displayed.
    56. Removed the "x Damage" message when hit with the unholy energy when praying at Beliar's Statue and offering nothing, or when equipping "The Claw of Beliar" without the Dark God's permission to do so, and replaced those with the other, more fitting message.
    57. Removed all flavor messages from eating "Apples". The attribute raise and its message, after eating 25 of those, stayed as it was before.
    58. The message of receiving 5 stone relics of the Builders from Saturas, before entering the Halls of Adanos, is no longer garbled now.
    59. The message of giving "The Claw of Beliar" to Saturas is correctly displayed now.
    60. Corrected all spots where the tools shouted that locations' names aren't in the uppercase.
    61. Added the four missing Quest Log entries on the relics of the Builders given to Saturas.
    62. Corrected the Quest Log entry about the Quarhodron's questions.
    63. The Quest Log entry that treats about the dragon hunt in the Chapter 4 was revamped and now also contains info on how "The Eye of Innos" works, plus how to recharge it.
    64. Most, but not all, of cases where a given dialog option ends a conversation are distinguished as such now.
    65. The weaker type of Green Goblin is now discerned as that.
    66. All spots referring to "The Claw of Beliar" are now clearly named as that, if the full name could have been used.
    67. There is a new message when a given gold deposit has no more "Gold Nuggets" left to mine with it.
    68. Added a suffix to distinguish the category of an armor:
    - (Cloth) for clothing armor category (0-15 of a basic, non-fire/non-magic protection)
    - (Light) for light armor category (16-49 of a basic, non-fire/non-magic protection)
    - (Medium) for medium armor category (50-99 of a basic, non-fire/non-magic protection)
    - (Heavy) for heavy armor category (100-130 of a basic, non-fire/non-magic protection)
    - (Super Heavy) for super heavy armor category (131+ of a basic, non-fire/non-magic protection)
    69. Diversified names of the background criminal element in the game. And no, they won't give the player quests.
    70. The Dexterity requirements for successful pickpocketing attempts are now of clearly set tiers. The tiers are:
    - Child's Play (up to 20)
    - Simple (21-40)
    - Risky (41-60)
    - Difficult (61-80)
    - Damn Difficult (81-100)
    - Nearly Impossible (101+)
    71. The leader of the Maleth's bandits is a named entity now, Hectar. He doesn't have any quests for the player either. One can't pickpocket him either, for obvious reasons.
    72. Changed the name of the landlord at the gallows in Khorinis to Laderic. Still no quests for the player with him, but now he's got stuff to be freed of from (Dexterity 53).
    73. The Nameless' starting "guild" is now named Wanderer and not Guildless.
    74. The bandit serving "Meat Stew" in the bandit camp gained a name, Breen. He has no quests, naturally, but the player can check his pockets (Dexterity 55).
    75. The message when receiving that special training with Wulfgar now displays correctly in all cases.
    76. Ulf now correctly mentions Coragon instead Caragon.
    77. Bronco is Bronko no longer. His name is Bronco as it supposed to be in English.
    78. Revised Greg's Quest Log entry on his buried Khorinis' possessions.
    79. The gardener gained a name, Gosford. Nothing was changed in the quests department with him. He's pickpocketable as he always has been.
    80. Changed the entry of "Learning from the Thieves' Guild" to just "Thieves' Guild" in the Quest Log, as it never contained any useful information about learning anything from those characters anyway, so it's now trivia and notes about them.
    81. Hermit is Hezak now. But besides that, he's still the same guy as before. No, wait... his pickpocketing loot was altered too.
    82. The recipe for "Embarla Firgasto" now reads the requirements of 10 "Dragon Eggs" instead of 11, as it should be.
    83. Both Esteban's muscles gained names, Ryfar and Mufar. No quests, as always. They also were viable targets for pickpocketing attempts before and that didn't change.
    84. Changed the appearance of "Franco's Amulet" to distinguish it from the other "set" amulets of Jarkhendar's origin that also gained new looks.
    85. The guard keeping an eye on the slaves, in Raven's gold mine, is now a named entity, Secor. Forget about quests from him, still. He's got some gold on him, though, and the player can help the man with that burden (Dexterity 47).
    86. The main gate guard in the Valley of Mines' castle is called Migorn now. He still got the key to the main gate for the pickpocket loot.
    87. Skeletons created by the player, with the respective spell, will now have the correct appearance.
    89. Created Diego's Quest Log entry about him being a Dexterity trainer, after his return to the city of Khorinis in the Chapter 3.
    90. Renamed Brago's lookout bandit to Kip. Quests? No. Pickpocketing? Yes (Dexterity 33).
    91. Moved the "Embarla Firgasto" to the "Special Potions" option in the alchemy bench.
    92. The militiaman guarding Matteo's goods is now a named lad, Temil. No quests, but the player can still pickpocket him (Dexterity 20).
    93. As for "The Halls of Irdorath", it's referred to as that in all cases where it was possible.
    94. Renamed Wasili to Vasili as it should be in English language.
    95. Added some extra alchemy goods to Miguel's purchasable wares in the later Chapters. No permanent herbs or potions, though.
    96. Removed the rune of "Holy Radiance" from Oric's dead brother.
    97. Giving any amount of "Vials of Dragon Blood" to Jan will display a proper message now.
    98. Renamed male Sheep to Rams.
    99. Limited the amount of "Beers" gained from Laderic to one per day. No more lottery, and the player will now receive a single mug every day. There is no limit to the total amount of mugs the player can obtain this way, however.
    100. Removed "Paladin scroll/rune." and "Single-use scroll." descriptions from all scrolls and runes.
    101. Reinstated the "Damage (Magic) per second" description to the "Steal Vitality" and "Insect Swarm".
    102. Added colors to all runes and spell scrolls in order to discern their categories. The visual codes are:
    - Red for fire spell scrolls/runes
    - Blue for water spell scrolls/runes
    - Purple for Beliar's runes
    - White for paladin runes/spell scrolls
    - Gray for transformation spell scrolls
    The spell icons on the spell scrolls were left in their original creamy color, and only the writings below them were changed in the tint and hue. The "Oblivion" spell scroll is classified as a fire spell for this mod's purposes, and thus its writing was saturated with redness. Additionally, the runes and spell scrolls' glimmering auras match now their categorized colors.
    103. The icons for the "Holy Radiance" enchantment are now the same for both the rune and the spell scroll.
    104. Added the information on the LP cost of the Circles of Magic to all instances where it was applicable.
    105. The player can be put to magic sleep by friendly characters that want to avoid bloodshed, even if they are of mage or paladin guild, via the "Sleep" spell.
    106. Several miscellaneous items are now stackable.
    107. Discerned between Skeletons created with the "Create Skeleton" and the "Create Army of Darkness" spells, by renaming the entity created with the latter to the Army Created Skeleton. Also, Skeletons created by enemy Skeleton Mages were distinguished by adding the new prefix informing about their status.
    108. Improved all semi translucent dialog, trading, and inventory backgrounds.
    109. Added new Health, Mana, and Air bars, and also cleaned up and realigned the filler bars.
    110. Restored the original Gothic II's big fonts.
    111. Implemented the new small fonts of crispy pixelated quality.
    112. Produced the more precise map pointers.
    113. Generated the new starting screen that works as the loading screen to boot.
    114. The Quest Log backgrounds were made consistently non-translucent for better reading.
    115. The boxes, lines, and dimensions were made aligned in the character's stats screen.
    116. Added the information of what kind of healing or Mana potion was consumed with the quick key option.
    117. Asking Xardas for a trade will result in the lengthy flavor text only once now.
    118. Added recolored textures for special foodstuffs and unique potions.
    120. The frozen damage is now discerned as with the "Ice Block" and "Ice Ring" spell scrolls and runes.
    121. Several cases where the dialog option implies saying something, but instead the interlocutor takes the initiative and voices their lines, were replaced with an implied, in brackets, action.
    122. Installed a sexy script which will show the name of the currently created Quest Log entry.
    123. Streamlined the message(s) when giving the fragment(s) of ornament to Nefarius.
    124. Added a Quest Log entry when learning to extract the healing secretion from "Blood Fly Stingers" from Edgor in the "Specials" section. The same goes for the written source from the Valley of Mines.
    125. Edgor will now inform he can't teach anything else if the player has all Blood Fly related trophy skills absorbed already.
    126. The "Crawler Armor" was added to the list of mercenary armors, so the other mercs won't complain about wearing it while talking to them anymore. That also means the player who's not a mercenary will be addressed on that by the members of his respective guild when wearing this armor.
    127. The chef in the castle in the Valley of Mines is now a named entity, Ciscor, to differentiate him from the chef in Jarkhendar. One can verify his pockets' contents (Dexterity 44).
    128. Lucy is now pickpocketable (Dexterity 26).
    129. The judge's house guard gained a name, Justal. His inventory is now prone to checking via the pickpocketing option (Dexterity 71).
    130. Xardas can finally get his pockets verified. It requires 133 points of Dexterity, so only those more or less focused on that attribute have any chances on doing that before the beginning of the Chapter 5. However, the amount of gold is just worth it.
    131. All texts informing about the lack of required LPs are now displayed in the unified, bigger format.
    132. Replaced the Holy Hammer's "???" in description with the proper, vital values.
    133. Reorganized the alchemy bench's menu for an easier orientation.
    134. The dialog options which result in recruiting a crew member for the sea voyage are now marked as such.
    135. If Bennet was recruited to join the crew on the ship in the Chapter 6, he will now have 3 "Raw Steels" to steal (Dexterity 78).
    136. Added new graphics for the "Oblivion" spell scroll and another for a very special teleport scroll.
    137. The final necromancer at the Halls of Irdorath now wears the proper Seeker's robe without the mask instead of Xardas' clothes.
    138. Written scrolls that are in fact recipes, gained a slightly different texture to distinguish them from the normal notes, letters, and messages.
    139. The V.I.P. Orc Shamans now have a different appearance.
    140. Swapped certain instances for Lesser Skeletons to Sentinel Skeletons. They differ slightly in stats and appearance.

    v2.6 (not released yet)

    141. Differentiated between the types of chests. The new names are:
    - "Poor Chest"
    - "Chest"
    - "Rich Chest"
    - "Creaking Chest"
    - "Stone Chest"
    - special names, like "Fare Chest", "Loot Chest", "Hidden Chest" and etc.
    Implying their low, normal, high, and special status. It also hints on the given chest's content, but there are exceptions for that.
    142. Varied the names for beds to three:
    - "Uninviting Bed"
    - "Bed"
    - "Comfortable Bed"
    143. Implemented some new names for doors:
    - "Crude Door"
    - "Door"
    - special names, like "Solid Door", "Library Door", "City Tower Door" and etc.
    144. Restored original names and came up with two new ones for all orcs/lizardmen weapons.
    145. Restored the addon intro for the Night of the Raven (the German one, since nobody made a proper English version).
    146. Implemented color coded scrolls for all crafting blueprints, instructions, recipes, and so on to differentiate them from other, mundane papers. The colors are:
    - Green for brewing {alchemy} (elixirs, potions, and tonics)
    - Violet for brewing {alchemy} (booze, liquors, and spirits)
    - Orange for brewing {alchemy} (cigars, joints, and tobacco)
    - Red for crafting/forging (armors, helmets, shields, and weapons)
    - Blue for enchanting (all kinds of items)
    147. Fixed the minor issues with music loops in three areas.
    148. Fixed all issues with the mod's custom graphical assets that conflicted with the DX11 modkit and made the whole mod compatible with it.


    ***


    THE FAQ:

    Spoiler:(zum lesen bitte Text markieren)
    - Do I need to start a new game?

    It is required. Applying this patch to an ongoing session of clean Gothic 2 NotR/Gold will result in errors. If you're updating from previous version of YAUP, you can continue as usual until said otherwise.

    - Does this mod make the game harder?

    Most likely. One might realize that the old tricks and exploits don't work anymore, for example. However, the current LP system still allows a rather high degree of random LPs spending like in the vanilla.

    - Does it require a more powerful equipment to run?

    Perhaps. Your Gothic with Union runs fine? It shall the same with this unofficial patch. Still, if you're using an ancient rig, then maybe, just maybe, this mod isn't for you, in the end, but it's time for you to upgrade anyway. This mod will definitely not fare well on integrated graphic cards or APUs or anything like that, yet it's the same case for almost any bigger Gothic mod.

    - While we are at improved graphics, what about them?

    One could disable, if it was enabled, antialiasing (AA) and anisotropic filtering (AF) in Gothic.ini and SystemPack.ini (zVidEnableAntiAliasing, zTexAnisotropicFiltering, and AnisotropicFiltering should be set to 0), and enable these in their graphic card's control panel, where they are definitely better optimized for looks and performance. Additionally, enabling the supersampling method for (transparency too) antialiasing will result in even better visuals. And all of that can be done very easy with game profiles, so use them.

    - I want that promised, detailed list of changes in the arsenal, both conventional and magickal, including the new LP values for stuff!

    A very long list ahead:
    Spoiler:(zum lesen bitte Text markieren)
    1) Standard melee weapons (Strength is the main wielding requirement; Strength adds to the total damage output):
    - Club (B 10/10) [1H] {50 reach} <N/A>
    - Poker (B 11/10) [1H] {50 reach} <10 gold>
    - Sickle (S 12/10) [1H] {40 reach} <10 gold>
    - Cudgel (B 13/10) [1H] {60 reach} <10 gold>
    - Walking Stick (B 14/10) [1H] {60 reach} <10 gold>
    - Sturdy Walking Stick (B 14/10) [1H] {65 reach} <10 gold>
    - Pickaxe (B 15/10) [2H] {60 reach} <10 gold>
    - Spiked Club (B 16/10) [1H] {60 reach} <10 gold>
    - Hammer (B 17/13) [1H] {40 reach} <10 gold>
    - Hatchet (S 18/15) [1H] {50 reach} <10 gold>
    - Crude Short Sword (S 19/14) [1H] {50 reach} <240 gold>
    - Stock Short Sword (S 20/10) [1H] {50 reach} <300 gold>
    - Scythe (S 23/16) [1H] {55 reach} <300 gold>
    - Military Scythe (S 29/18) [1H] {55 reach} <400 gold>
    - Dueling Staff (B 30/15) [2H] {120 reach} <450 gold>
    - Rusty Sword (S 30/30) [1H] {60 reach) <N/A gold>
    - Alrik's Sword (S 30/30) [+10% 1H] {60 reach} <450 gold>
    - Wind Baton (B 35/25) [-10% 1H] {85 reach} <200 gold>
    - Baselard (S 40/20) [1H] {50 reach} <600 gold>
    - Rod's Two-Hander (S 40/30) [2H] {130 reach} <500 gold>
    - Barbed Cudgel (B 40/30) [1H] {60 reach} <500 gold>
    - Cracked Axe (S 40/40) [2H] {80 reach} <N/A gold>
    - Broad Sword (S 40/40) [1H] {80 reach} <400 gold>
    - Unfinished Sword (S 40/50) [1H] {60 reach} <300 gold>
    - Obsidian Short Sword (S 45/22) [1H] {50 reach} <680 gold>
    - Bronze Axe (S 45/50) [1H] {70 reach} <400 gold>
    - Masterwork Short Sword (S 50/25) [1H] {50 reach} <750 gold>
    - Glaive (S 50/35) [2H] {110 reach} <650 gold>
    - Combat Cudgel (B 50/50) [1H] {50 reach} <500 gold>
    - Ruined Two-Hander (S 50/50) [2H] {100 reach} <N/A gold>
    - Small Orc Axe (S 50/70) [2H] {100 reach} <N/A gold>
    - Reinforced Axe (S 53/47) [2H] {70 reach} <590 gold>
    - Light Saber (S 54/45) [1H] {70 reach} <630 gold>
    - Bardiche (S 55/51) [2H] {85 reach} <590 gold>
    - Tabar (S 57/57) [1H] {70 reach} <570 gold>
    - Water Truncheon (B 60/30) [2H] {120 reach} <900 gold>
    - Tarnished Machete (S 60/60) [+2% 1H] {70 reach} <750 gold>
    - Saber (S 59/58) [1H] {70 reach} <600 gold>
    - Crusader Sword (S 60/60) [1H] {70 reach} <600 gold>
    - Hefty Cudgel (B 60/60) [1H] {60 reach} <600 gold>
    - Assault Axe (S 62/60) [1H] {70 reach} <640 gold>
    - Orc Axe (S 60/80) [2H] {110 reach} <N/A gold>
    - Improvised Two-Hander (S 60/70) [2H] {130 reach} <500 gold>
    - Cutlass (S 64/63) [1H] {70 reach} <650 gold>
    - Primitive Long Sword (S 65/65) [1H] {90 reach} <650 gold>
    - Orc Bludgeon (B 65/85) [2H] {110 reach} <N/A gold>
    - Kohlaxt (S 65/70) [2H] {80 reach} <600 gold>
    - Weathered Giant Machete (S 70/70) {+2% 2H] {95 reach} <850 gold>
    - Skull Splitter (B 70/70) [1H] {60 reach} <700 gold>
    - Pole Mace (B 70/70) [2H] {130 reach} <700 gold>
    - Falchion (S 70/70) [2H] {120 reach} <700 gold>
    - Grand Orc Axe (S 70/90) [2H] {110 reach} <N/A gold>
    - Plank Breaker (S 74/71) [2H] {80 reach} <770 gold>
    - Flamberge (S 75/75) [2H] {110 reach} <750 gold>
    - Stone Cracker (B 80/80) [1H] {50 reach} <800 gold>
    - Iron Battle Axe (S 80/80) [2H] {70 reach} <800 gold>
    - Crusader Two-Hander (S 85/85) [2H] {110 reach} <850 gold>
    - Enormous Orc Axe (S 80/100) [2H] {130 reach} <10 gold>
    - Long Sword (S 85/85) [1H] {90 reach) <850 gold>
    - Lizard Sword (S 85/100) [2H] {100 reach} <N/A gold>
    - Beard Axe (S 90/90) [1H] {70 reach} <900 gold>
    - Morning Star (B 90/90) [1H] {60 reach} <900 gold>
    - Machete (S 90/90) [+3% 1H] {75 reach} <1050 gold>
    - Unwieldy Bastard Sword (S 90/95) [1H] {105 reach} <850 gold>
    - Steel Battle Axe (S 95/90) [2H] {75 reach} <1000 gold>
    - Feros' Sword (S 100/80) [+10% 1H] {90 reach} <1350 gold>
    - Flanged Mace (B 100/100) [1H] {60 reach} <1000 gold>
    - Orc War Sword (S 100/120) [2H] {140 reach} <N/A gold>
    - Giant Machete (S 100/100) [+3% 2H] {105 reach} <1150 gold>
    - Great Sword (S 105/105) [2H] {100 reach) <1050 gold>
    - Rune Strike (S 105/105) [1H] {90 reach} <1050 gold>
    - Campaign Scepter (B 107/107) [2H] {90 reach} <1070 gold>
    - Falcata (S 108/108) [1H] {80 reach} <1080 gold>
    - Raven Beak (B 110/110) [1H] {60 reach} <1100 gold>
    - Mithral Battle Axe (S 110/110) [2H] {100 reach} <1100 gold>
    - Inquisitor (B 113/112) [1H] {60 reach} <1140 gold>
    - Glyph Power (S 115/115) [2H] {120 reach} <1150 gold>
    - Bastard Sword (S 115/120) [1H] {105 reach} <1100 gold>
    - Storm Maul (B 115/115) [-10% 2H] {130 reach} <800 gold>
    - Torturer Cleaver (S 125/125) [1H] {80 reach) <1250 gold>
    - Orichalcum War Hammer (B 127/123) [1H] {60 reach) <1310 gold>
    - Orc Executor (S 130/130) [1H] {100 reach} <1300 gold>
    - Claymore (S 135/135) [2H] {120 reach} <1350 gold>
    - Crusader Axe (S 140/140) [2H] {100 reach} <1400 gold>
    - Diamond Crusher (B 145/140) [1H] {50 reach) <1500 gold>
    - Scimitar (S 145/145) [2H] {120 reach} <1450 gold>
    - Adamantine Battle Axe (S 150/150) [2H] {90 reach} <1500 gold>
    - Svart Natt (S 150/155) [1H] {105 reach} <1450 gold>
    - Storm Bringer (S 155/155) [2H] {130 reach} <1550 gold>
    - Crimson Stalk (S 165/165) [2H] {120 reach} <1650 gold>
    - Pulverizer (B 170/170) [2H] {90 reach} <1700 gold>
    - Drake Slicer (S 175/175) [2H] {120 reach} <1750 gold>
    - Evening Star (S 183/183) [2H] {60 reach} <1830 gold>
    - Barbarian Voice (S 190/190) [2H] {90 reach} <1900 gold>
    - Zerk Slasher (S 200/200) [2H] {90 reach} <2000 gold>

    2) Finesse melee weapons (Dexterity is the main wielding requirement; Strength adds to the total damage output):
    - Dagger (S 10/10) [1H] {40 reach} <10 gold>
    - Francis' Stiletto (S 20/10) [+5% 1H] {40 reach} <450 gold>
    - Skinning Knife (S 24/10) [+2% 1H] {40 reach} <530 gold>
    - Bandit Rapier (S 37/22) [1H] {55 reach} <520 gold>
    - Epee (S 45/33) [+3% 1H] {70 reach} <720 gold>
    - Foil (S 62/49) [+4% 1H] {70 reach} <900 gold>
    - Foist (S 77/63) [+5% 1H] {100 reach} <1040 gold>
    - Colichemarde (S 100/75) [+6% 1H] {70 reach} <1400 gold>
    - Koncerz (S 120/90) [+9% 1H] {100 reach} <1650 gold>
    - Betty (S 135/110) [1H] {105 reach} <1600 gold>

    3) Strict finesse melee weapons (Dexterity is the main wielding requirement; Dexterity adds to the total damage output): // v2.6 (not released yet)
    - Combat Pick (P 30/10) [1H] {55 reach} <600 gold>
    - Thrusting Sword (P 68/57) [1H] {90 reach} <990 gold>

    4) Arcane staves (Strength is the main wielding requirement; Strength adds to the total damage output):
    - Staff of Sun |+50 to maximum Health| (S 35/34) [2H] {110 reach} <660 gold>
    - Staff of Moon |+10 to maximum Mana| (B 43/42) [2H] {120 reach} <740 gold>
    - Staff of Tempest (S 51/50) [+2% 2H] {110 reach} <820 gold>
    - Staff of Typhoon (B 59/58) [+3% 2H] {120 reach} <900 gold>
    - Staff of Equality |+5 to all protections| (S 88/87) [2H] {110 reach} <1190 gold>

    5) Steel forged melee weapons (each piece requires a single "Raw Steel" to be spent, plus possibly extra indegrients):
    - Falx (B 33/25) [2H] {110 reach} <410 gold> |1 Silver Chalice|
    - Exquisite Broad Sword (S 40/30) [+4% 1H] {80 reach} <650 gold> /3 LP/
    - Excellent Sword (S 60/50) (+5% 1H] {70 reach} <850 gold> /4 LP/
    - Fine Long Sword (S 80/70) [+6% 1H] {90 reach} <1050 gold> /5 LP/
    - Ruby Blade (S 100/90) [+7% 1H] {70 reach} <1250 gold> /6 LP/
    - El Bastardo (S 120/110) [+8% 1H] {105 reach} <1450 gold> /7 LP/

    6) Magic ore forged melee weapons (each piece requires a single "Raw Steel" to be spent, a varied amount of "Lump of Magic Ore", plus possibly extra indegrients):
    - Ore Long Sword (S 60/40) [+10% 1H] {90 reach} <950 gold> |1 Lump of Magic Ore| /6 LP/
    - Blitz Ore Axe (S 75/55) [+10% 2H] {75 reach} <1100 gold> |4 Lumps of Magic Ore, 5 Teeth|
    - Ore Two-Hander (S 80/60) [+10% 2H] {100 reach} <1150 gold> |2 Lumps of Magic Ore| /6 LP/
    - Ore Bastard Sword (S 100/80) [+10% 1H] {90 reach} <1350 gold> |2 Lumps of Magic Ore| /8 LP/
    - Enhanced Ore Two-Hander (S 120/100) [+10% 2H] {110 reach} <1550 gold> |3 Lumps of Magic Ore| /8 LP/
    - Ore Battle Blade (S 140/120) [+10% 1H] {110 reach} <1750 gold> |3 Lumps of Magic Ore| /10 LP/
    - Heavy Ore Battle Blade (S 160/140) [+10% 2H] {130 reach} <1950 gold> |4 Lumps of Magic Ore| /10 LP/
    - Ore Dragon Slayer (S 160/140) [+10% 1H] {100 reach} <1950 gold> |4 Lumps of Magic Ore, 5 Vials of Dragon Blood| /12 LP/
    - Large Ore Dragon Slayer (S 180/160) [+10% 2H] {130 reach} <2150 gold> |5 Lumps of Magic Ore, 5 Vials of Dragon Blood| /12 LP/

    7) Knight and Paladin weapons (bought with Harad and enhanced with 5000 gold, then with the "Tears of Innos" as usual):
    - Knight Blade (S 95/100) [1H] {100 reach} <950 gold>
    - Heavy Knight Blade (S 115/120) [2H] {130 reach} <1150 gold>
    - Paladin Sword (S 115/100) [1H] {100 reach} <1350 gold>
    - Large Paladin Sword (S 135/120) [2H] {130 reach} <1550 gold>
    - Wrath of Innos (S 135/100) [1H] {100 reach} <1750 gold>
    - Holy Executioner (S 155/120) [2H] {130 reach} <2150 gold>

    8) Ranged weapons (all are two-handed and the effective range is based on the player's corresponding weapon skill):

    Bows (Dexterity is the main wielding requirement; Dexterity adds to the total damage output):
    - Maple Bow (P 15/10) <200 gold>
    - Willow Bow (P 25/20) <300 gold>
    - Cedar Bow (P 30/25) <350 gold>
    - Poplar Bow (P 35/30) <400 gold>
    - Marvelous Bow* (P 45/30) <600 gold>
    - Mystic Fire Bow (P 50/25) <900 gold>
    - Elm Bow (P 50/50) <500 gold>
    - Yew Bow (P 65/60) <700 gold>
    - Spruce Bow (P 72/72) <720 gold>
    - Ash Bow (P 80/80) <800 gold>
    - Mahogany Bow (P 95/90) <1000 gold>
    - Enchanted Bow (P 100/50) <1650 gold>
    - Beech Bow (P 110/110) <1100 gold>
    - Walnut Bow (P 125/120) <1300 gold>
    - Oak Bow (P 140/140) <1400 gold>
    - Hickory Bow (P 150/150) <1500 gold>
    - Cebil Bow (P 160/160) <1600 gold>
    - Hornbeam Bow (P 175/175) <1750 gold>
    - Alder Bow (P 195/190) <2000 gold>

    *Bosper's property.

    Crossbows (Strength is the main wielding requirement; Dexterity adds to the total damage output):
    - Training Crossbow (P 30/20) <400 gold>
    - Recruit Crossbow (P 45/30) <600 gold>
    - Sengrath's Crossbow (P 50/30) <700 gold>
    - Soldier Crossbow (P 60/40) <800 gold>
    - Dragomir's Crossbow (P 65/40) <900 gold>
    - Army Crossbow (P 90/60) <1200 gold>
    - Battle Crossbow (P 120/90) <1500 gold>
    - War Crossbow (P 150/120) <1800 gold>
    - Siege Crossbow (P 180/150) <2100 gold>
    - Magical Crossbow (P 200/75) <3400 gold>

    9) Fire spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    First Circle of Magic:
    - Cure Light Wounds (200 Health) {Scroll: 5 Mana || Rune: 12 Mana} <Scroll: 55 gold || Rune: 500 gold> /3 LP/
    - Summon Wolf {Scroll: 5 Mana || Rune: 20 Mana} <Scroll: 55 gold || Rune: 500 gold> /3 LP/ [!CD of a Summoned Wolf: 4]
    - Fire Dart* (M 25) {Scroll: 5 Mana || Rune: 5 Mana} <Scroll: 25 gold || Rune: 500 gold> /2 LP/
    - Light (5 minutes) {Scroll: 5 Mana || Rune: 10 Mana} <Scroll: 10 gold || Rune: 500 gold> /2 LP/
    - Spark** (M 35) {Scroll: 5 Mana || Rune: 7 Mana} <Scroll: 35 gold || Rune: 500 gold> /3 LP/

    *Fire Dart causes double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **Spark won't kill certain targets (like most humans), but will leave them at 1 Health instead (even if they were at 1 Health already).

    Second Circle of Magic:
    - Cold Arrow (M 50) {Scroll: 10 Mana || Rune: 10 Mana} <Scroll: 50 gold || Rune: 1000 gold> /4 LP/
    - Fireball* (M 75) {Scroll: 10 Mana || Rune: 15 Mana} <Scroll: 75 gold || Rune: 1000 gold> /5 LP/
    - Sleep** (30 seconds) {Scroll: 10 Mana || Rune: 25 Mana} <Scroll: 100 gold || Rune: 1000 gold> /4 LP/
    - Create Goblin Skeleton {Scroll: 10 Mana || Rune: 30 Mana} <Scroll: 110 gold || Rune: 1000 gold> /5 LP/ [!CD of a Created Goblin Skeleton: 6]
    - Wind Fist*** (A 50/100/150/200) {Scroll: 18/36/54/72 Mana || Rune: 18/36/54/72 Mana} <Scroll: 135 gold || Rune: 1000 gold> /5 LP/

    *Fireball deals double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **Sleep doesn't work on Fire and Water Mages, paladins, Seekers, most immortal characters, and monsters.
    ***Wind Fist can shove the target back, and that can deal extra (medium) [AIR] damage if they would hit a solid barrier when pushed away.

    Third Circle of Magic:
    - Ball Lightning* (M 30/60/90/120) {Scroll: 9/18/27/36 Mana || Rune: 9/18/27/36 Mana} <Scroll: 95 gold || Rune: 1500 gold> /7 LP/
    - Create Skeleton {Scroll: 15 Mana || Rune: 60 Mana} <Scroll: 165 gold || Rune: 1500 gold> /9 LP/ [!CD of a Created Skeleton: 12]
    - Cure Moderate Wounds (400 Health) {Scroll: 15 Mana || Rune: 24 Mana} <Scroll: 110 gold || Rune: 1500 gold> /7 LP/
    - Fear** (5 seconds) {Scroll: 15 Mana || Rune: 43 Mana} <Scroll: 125 gold || Rune: 1500 gold> /4 LP/
    - Fiery Flash*** (M 100) {Scroll: 15 Mana || Rune: 26 Mana} <Scroll: 150 gold || Rune: 1500 gold> /9 LP/
    - Ice Block**** (M 60 + 2x19; 19 seconds) {Scroll: 15 Mana || Rune: 55 Mana} <Scroll: 100 gold || Rune: 1500 gold> /8 LP/
    - Oblivion***** {Scroll: 15 Mana || Rune: N/A} <Scroll: 150 gold || Rune: N/A gold>

    *Ball Lightning impose only half of its damage to all undead. It also won't result in death of certain targets (like most humans), but will leave them with 1 Health instead (even if they are at 1 Health already). It can also stun and immobilize the target for a brief while, inflicting additional (very minor) [MAGIC] damage.
    **Fear doesn't work against all Golems, all Trolls, all Orcs, Lizard Men, all Dragons, Seekers, all undead, and Swamp Sharks.
    ***Fiery Flash's damage is doubled against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon. When cast by Seekers it inflicts no damage to other Seekers.
    ****The (initial plus "frozen" over time) damage of Ice Block is doubled against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon.
    *****Oblivion was added to this list for clarification purposes on its price. It's not available in the rune form. It also only works on the candidates that are up, conscious, and standing.

    Fourth Circle of Magic:
    - Create Stone Golem {Scroll: 20 Mana || Rune: 70 Mana} <Scroll: 220 gold || Rune: 2000 gold> /12 LP/ [!CD of a Created Stone Golem: 14]
    - Greater Fireball* (M 80/160/240/320) {Scroll: 38/76/114/152 Mana || Rune: 38/76/114/152 Mana} <Scroll: 200 gold || Rune: 2000 gold> /9 LP/
    - Lightning** (M 150) {Scroll: 20 Mana || Rune: 33 Mana} <Scroll: 150 gold || Rune: 2000 gold> /8 LP/
    - Shatter Undead*** (M 1000) {Scroll: 20 Mana || Rune: 95 Mana} <Scroll: 100 gold || Rune: 2000 gold> /10 LP/

    *Greater Fireball inflicts double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon.
    **Lightning causes double damage to swimming and diving targets. Lightning cast by Seekers inflicts no damage to other Seekers. It can also stun and immobilize the target for a brief while, inflicting additional (very minor) [MAGIC] damage.
    ***Shatter Undead damages undead only (but it won't work on the Dracolich).

    Fifth Circle of Magic:
    - Inferno* (M 75/150/225/300) {Scroll: 47/94/141/188 Mana || Rune: 47/94/141/188 Mana} <Scroll: 250 gold || Rune: 2500 gold> /13 LP/
    - Ice Ring** (M 60 + M 2x19; 19 seconds) {Scroll: 25 Mana || Rune: 120 Mana} <Scroll: 150 gold || Rune: 2500 gold> /17 LP/
    - Summon Demon {Scroll: 25 Mana || Rune: 110 Mana} <Scroll: 275 gold || Rune: 2500 gold> /16 LP/ [!CD of a Summoned Demon: 17]
    - Cure Serious Wounds (800 Health) {Scroll: 25 Mana || Rune: 48 Mana} <Scroll: 220 gold || Rune: 2500 gold> /11 LP/
    - Shrink Monster**** {Scroll: 25 Mana || Rune: 175 Mana} <Scroll: 250 gold || Rune: 2500 gold> /11 LP/

    *Inferno deals double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon. It can also set the traget(s) on fire, inflicting additional (minor) [FIRE] damage for a brief while.
    **The (initial plus "frozen" over time) damage of Ice Ring is doubled against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon.
    ***Shrink Monster doesn't work against all Dragons, the Black Troll, all undead, and any humans. It also reduces the target's Strength, maximum Health, and armor protections to 10% of their original values.

    Sixth Circle of Magic:
    - Fire Rain* (M 400) {Scroll: 30 Mana || Rune: 130 Mana} <Scroll: 450 gold || Rune: 3000 gold> /18 LP/
    - Breath of Decay** (M 500) {Scroll: 30 Mana || Rune: 100 Mana} <Scroll: 500 gold || Rune: 3000 gold> /14 LP/
    - Wave of Death*** (M 500) {Scroll: 30 Mana || Rune: 165 Mana} <Scroll: 550 gold || Rune: 3000 gold> /20 LP/
    - Create Army of Darkness {Scroll: 30 Mana || Rune: 215 Mana} <Scroll: 330 gold || Rune: 3000 gold> /21 LP/ [No !CD = unlimited amount]
    - Holy Bolt***** (M 325) {Scroll: N/A || Rune: 55 Mana} <Scroll: N/A || Rune: 3000 gold>

    *Fire Rain causes double damage against Ice Golems, Snow Rippers, and the Ice Dragon; it's halved against Fire Lizards/Golems, Spectres, and the Fire Dragon. When cast by Seekers it inflicts only half of damage to the player and nothing to other Seekers.
    **Breath of Decay doesn't impact any undead at all, and inflicts only half of its damage to all dragons. Also, the player receives only half of its damage when hit with it. Additionally, if the spellcaster would move beyond the spell's maximum effective range once it's cast, it would result in half or no damage.
    ***Wave of Death's damage is halved against all Dragons, and it doesn't work against any undead.
    ****Holy Bolt affects only Seekers, all Orcs, all Dragons, Lizard Men, all Demons, and all undead.

    10) Water spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving):

    Second Circle of Magic:
    - Whirlwind* (M 60; 10 seconds) {Scroll: 10 Mana || Rune: 30 Mana} <Scroll: 100 gold || Rune: 1000 gold> /4 LP/
    - Ice Lance** (M 100) {Scroll: 10 Mana || Rune: 20 Mana} <Scroll: 100 gold || Rune: 1000 gold> /6 LP/

    *Whirlwind doesn't work against all Golems, all Demons, all Dragons, all Trolls, Stone Sentinels, Shadow Beasts, Spectres, and immortal characters. Also, if the spellcaster would move beyond the spell's maximum effective range once it's cast, it would result in no damage.
    **Ice Lance inflicts double damage against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon.

    Third Circle of Magic:
    - Geyser* (M 150) {Scroll: 15 Mana || Rune: 49 Mana} <Scroll: 150 gold || Rune: 1500 gold> /9 LP/
    - Storm** (M 250) {Scroll: 15 Mana || Rune: 95 Mana} <Scroll: 300 gold || Rune: 1500 gold> /10 LP/

    *Geyser doesn't work against all Golems, all Demons, all Trolls, all Dragons, and Stone Sentinels. It also doesn't kill certain targets but leave them flattened at 1 Health instead (even if they were at 1 Health already).
    **Storm causes double damage against Fire Lizards/Golems, Spectres, and the Fire Dragon; it's halved against Ice Golems, Snow Rippers, and the Ice Dragon. Storm cast by Seekers inflicts only half of damage to the player and nothing to other Seekers.

    Fourth Circle of Magic:
    - Water Blast* (M 125) {Scroll: 20 Mana || Rune: 26 Mana} <Scroll: 125 gold || Rune: 2000 gold> /9 LP/

    *Water Blast deals double damage against Fire Lizards/Golems and Spectres; it's halved against all Trolls and all Dragons. It also doesn't kill certain targets but leave them flattened at 1 Health instead (even if they were at 1 Health already).

    11) Beliar's spells (most of them doesn't work when the target is flattened, unconscious, swimming, or diving; the runes are gained by praying and returning "The Claw" to its master at Statue of Beliar, and paying with a permanent maximum Health drain):

    First Circle of Magic:
    - Root Snare* (20 seconds) {Scroll: N/A || Rune: 36 Mana} <Scroll: N/A || Rune: 500 gold>

    *Root Snare doesn't affect Blood Flies, all Demons, all Trolls, all Dragons, Harpies, Skeleton Mages, and Spectres. The spell's effect ends when the affected target receives any damage before the end of the duration.

    Second Circle of Magic:
    - Steal Vitality* (M 100 per second; 7 seconds) {Scroll: N/A || Rune: 32 Mana} <Scroll: N/A || Rune: 1000 gold>

    *Steal Vitality works only against humans (excluding immortal ones); it doesn't steal from Seekers and monsters. It also doesn't kill most of the targets, but leave them depleted at 1 Health instead (but will kill if the target was already at 1 Health). The damage inflicted replenishes Health of the spellcaster, if they are within the spell's focus range. Also, if the spellcaster would move too far from the spell's maximum effective range once it's cast, it would result in no damage. Finally, it effectively disables the target for the duration.

    Third Circle of Magic:
    - Beliar's Wrath* (M 200) {Scroll: N/A || Rune: 75 Mana} <Scroll: N/A || Rune: 1500 gold>
    - Create Stone Sentinel {Scroll: N/A || Rune: 50 Mana} <Scroll: N/A || Rune: 1500 gold> [!CD of a Created Stone Sentinel: 11]

    *Beliar's Wrath imposes only half of its damage to all undead.

    Fourth Circle of Magic:
    - Insect Swarm* (M 80 per second; 6 seconds) {Scroll: N/A || Rune: 22 Mana} <Scroll: N/A || Rune: 2000 gold>
    - Create Zombie {Scroll: N/A || Rune: 70 Mana} <Scroll: N/A || Rune: 2000 gold> [!CD of a Created Zombie: 13]

    *Insect Swarm doesn't influence all Golems, all Demons, all Trolls, Blood Flies, all Dragons, Spectres, Seekers, Stone Sentinels, and all undead. It also doesn't kill certain targets but leave them at 1 Health instead (even if they were at 1 Health already). Finally, it effectively disables the target for the duration.

    Fifth Circle of Magic:
    - Eternal's Shriek* (M 675) {Scroll: N/A || Rune: Min. 240 Mana} <Scroll: N/A || Rune: 2500 gold>

    *Eternal's Shriek doesn't cause any damage to all undead. It also requires minimum 240 Mana to cast, but uses up all of the spellcaster's Mana if they have more available when cast.

    12) Paladin spells:

    The illumination spell:
    - Holy Radiance* (5 minutes) {Scroll: 10 Mana || Rune: 11 Mana} <Scroll: 20 gold || Rune: 500 gold>

    Way of Healing:
    - Innos' Sparkle (180 Health) {Scroll: 5 Mana || Rune: 15 Mana} <Scroll: 70 gold || Rune: 500 gold> /5 LP/
    - Innos' Stream (360 Health) {Scroll: 15 Mana || Rune: 30 Mana} <Scroll: 140 gold || Rune: 1500 gold> /10 LP/
    - Innos' Surge (720 Health) {Scroll: 30 Mana || Rune: 60 Mana} <Scroll: 270 gold || Rune: 3000 gold> /15 LP/

    Way of Battle:
    - Damage Evil*(*) (M 100) {Scroll: 5 Mana || Rune: 19 Mana} <Scroll: 50 gold || Rune: 500 gold> /5 LP/
    - Ravage Evil*(**) (M 300) {Scroll: 15 Mana || Rune: 38 Mana} <Scroll: 175 gold || Rune: 1500 gold> /10 LP/
    - Eradicate Evil*(***) (M 600) {Scroll: 30 Mana || Rune: 76 Mana} <Scroll: 300 gold || Rune: 3000 gold> /15 LP/

    *Paladin combat spells works only on Dragons, Seekers, all Orcs, Lizard Men, all Demons, and all undead.
    (*)Damage Evil causes full damage against all feasible targets.
    (**)Ravage Evil deals only half of its damage against all feasible targets with more than 300 maximum Health.
    (***)Eradicate Evil deals only half of its damage against all feasible targets with more than 600 maximum Health.

    13) Transformation spell scrolls:
    - Sheep Transformation {5 Mana} <25 gold>
    - Giant Rat Transformation {10 Mana} <50 gold>
    - Wolf Transformation {10 Mana} <75 gold>
    - Scavenger Transformation {15 Mana} <100 gold>
    - Field Raider Transformation {15 Mana} <150 gold>
    - Lurker Transformation {20 Mana} <200 gold>
    - Snapper Transformation {20 Mana} <300 gold>
    - Lizard Transformation {20 Mana} <400 gold>
    - Warg Transformation {25 Mana} <500 gold>
    - Shadow Beast Transformation {25 Mana} <600 gold>
    - Fire Lizard Transformation {25 Mana} <700 gold>
    - Dragon Snapper Transformation {30 Mana} <800 gold>

    14) Teleport runes are all priced at 500 gold and require 10 Mana per cast.

    15) The Claw of Beliar was slightly nerfed to approximately 4/5 of some of its original values.

    16) Trophy skills (the price paid in gold depends on the particular teacher):
    - Collect dragon blood: /3 LP/
    - Cut off blood fly wings: /2 LP/
    - Cut off mandibles: /2 LP/
    - Detach crawler plates: /2 LP/
    - Dislodge claws: /2 LP/
    - Extract blood fly stinger secretion: /2 LP/
    - Lever shadow beast horns: /2 LP/
    - Pluck out feathers: /2 LP/
    - Pull out teeth and tusks: /2 LP/
    - Remove blood fly stingers: /2 LP/
    - Remove hearts: /2 LP/
    - Separate dragon scales: /3 LP/
    - Sever fire lizard tongues: /2 LP/
    - Skin animals: /3 LP/
    - Skin reptiles: /3 LP/
    - Snap off dragon snapper horns: /2 LP/
    - Squeeze mole rat fat: /2 LP/

    17) Alchemy skills (the gold coins, if any, needed to learn depend on the given teacher):
    - Essence of Healing: /3 LP/
    - Extract of Healing: /5 LP/
    - Elixir of Healing: /7 LP/
    - Essence of Mana: /3 LP/
    - Extract of Mana: /5 LP/
    - Elixir of Mana: /7 LP/
    - Speed Tonic: /6 LP/
    - Elixir of Life: /16 LP/
    - Elixir of Magic: /16 LP/
    - Elixir of Brawn: /25 LP/
    - Elixir of Agility: /25 LP/

    ------------------------------------------------------------------

    The letter before the damage value indicates the damage type:
    - S means [SLASHING] damage and is confronted with {SLASHING/BLUDGEONING} protection. /This damage type is used by certain melee weapons. No ranged weapon or spell uses that type of damage./
    - B means [BLUDGEONING] damage and is confronted with {SLASHING/BLUDGEONING} protection. /This damage type is used by certain melee weapons. No ranged weapon or spell uses that type of damage./
    - P means [PIERCING] damage and is confronted with {PIERCING} protection. /This damage type is used by all ranged weapons. No melee weapon or spell uses that type of damage./
    - F means [FIRE] damage and is confronted with {FIRE} protection. /This damage type is fully used only by Dragons and Fire Lizards and Spectres; {FIRE} protection also reduces damage from the continuous burning if set on fire. No weapon (melee or ranged) or spell uses that type of damage, except for the "Mystic Fire Bow's" exploding effect./
    - M means [MAGIC] damage and is confronted with {MAGIC} protection. /This damage type is used by almost all spells. No weapon (melee or ranged) uses that type of damage./
    - A means [AIR] damage and is confronted with nothing in particular, dealing direct damage to the target's Health. /Only "Wind Fist" uses this type of damage./
    - U means [UNHOLY] and is confronted with nothing in particular, dealing direct damage to the target's Health. /Only "The Claw of Beliar's" bonus damage uses this type of damage./

    ==================================================================

    The pricing for almost everything was based on the secret formula, and then it was readjusted ad hoc for a smoother impression.


    - I heard you can perform spectacular magic when editing Gothic.ini!

    1) usePotionKeys=0

    Set to 1 if you would like to quickly drink your healing and Mana potions without opening the inventory. This will make the game a lot easier.

    2) useQuickSaveKeys=0

    Set to 1 if you want to use quicksave (F5) and quickload (F9) keys. Don't listen to people saying it will corrupt your saves, as Union prevents that from happening.

    3) spawnRemoveNpcOnlyIfEmpty=0

    Set to 1 if you want corpses of slain NPCs, including monsters, stay in the world after their death, but only if they still have something in their inventory. This might make the game easier.

    - What about SystemPack.ini? Is it full of arcane secrets as well?

    1) No_Take_Anim=0

    Set to 1 if you don't want to see the animation of an item being taken into possession, which will happen a lot.

    2) RMB_No_Take_Anim=0

    The same as above, but only if you set the right mouse button (RMB) to perform an action.

    3) HideFocus=0

    Set to 1 to make corpses of slain NPCs, including monsters, to disappear from focus if they have nothing in their inventory.

    - I heard you can colorize the sky.

    Indeed you can. There are even special color codes just for you, so it would match the general graphic vision for the mod. Paste or replace them in Gothic.ini, under [SKY_OUTDOOR] section:

    zSkyDome=1
    zDayColor0=80 90 110
    zDayColor1=255 255 0
    zDayColor2=18 16 60
    zDayColor3=134 104 125
    zDayColor0_OW=90 80 80
    zDayColor1_OW=90 80 80
    zDayColor2_OW=90 80 80
    zDayColor3_OW=90 80 80
    zColorizeSky=1


    ***


    THE CREDITS:
    Spoiler:(zum lesen bitte Text markieren)
    Artemiano (a shitload of animations/meshes/textures)
    Atariar (some scripts)
    Bonne6 (some assistance)
    Caesum (some .ZEN edits)
    Catalinux (some scripts)
    CrashMorraKan (the first "Let's Play YAUP Gothic II Gold" on YouTube)
    Cryp18Struct (some scripts)
    Czudak (a shitload of everything)
    D36 (a shitload of various scripts/models/animations/.ZEN edits)
    Dimus (a buttload of various scripts/animations)
    Efectivo (a wad of scripts/meshes)
    Falugify (several things)
    Fizzban (some scripts)
    Gwyn-Deith (some scripts)
    IronKeep Community Patch (some scripts)
    JohnnyBoyy (some assistance)
    Kegor-Chik (all upscaled videos)
    Kruk (some help with HTML/CSS coding)
    Kyojinmaru (some scripts)
    Kvincius (lotsa .ZEN edits)
    Lord Sargon (a handful of fixes)
    LordRiisis (several textures)
    L'Hiver 0.8.2 PL (some textures)
    L'Hiver 1.1.5 ENG (some models/textures)
    Marcello (some scripts)
    Masty (a lot of general assistance)
    Mathuin (some assistance)
    Milky-Way (some .ZEN edits)
    MłodyŚcierwojad (some meshes/scripts/.ZEN edits)
    Mud-Freak (some stuff)
    Myxomop (some menus)
    N1kx (some scripts)
    NicoDE (some modding tools)
    Niko5511 (some assistance/feedback/enthusiasm/knowledge)
    Nuxemo (a lot of general assistance)
    Panker (several things)
    PowerGamer (some dozen bugs on the list)
    Requiem (a few models)
    Siemekk (some assistance)
    Simen (some ideas/concepts/other things)
    Ska-Ara (some meshes and textures)
    Slavemaster (several Union plugins)
    Spacecop42 (a compatibility patch for D3D11 renderer)
    SumpfKrautJunkie (a modding tool)
    TheKetrab (some meshes/scripts/models/.ZEN edits)
    Unknown Modders (some sky textures)
    Vurt (a several dozen meshes/textures)
    Xardas Bs (several meshes/textures)
    Złote Wrota Squad (a handful of textures)

    Last edited by Czudak; 04.03.2021 at 20:52.

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    Clockwork Origins Bonne6's Avatar
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    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.

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    Quote Originally Posted by Bonne6 View Post
    What files did you change? Then I can create a .mod out of it and add it to Spine Just the raw files are a really bad idea.

    Or better: Did you change

    - dialogs (everything behind AI_Output) or SVMs?
    - particles?
    - music?
    - sounds?
    - fight tactics?
    - camera?

    Gothic.dat is always necessary and Menu.dat will be necessary as far as I read the changelog.
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and the dialogue files for Bosper/Gaan as I added possibilities of teaching how to skin reptiles/selling their leathers to these; naturally, files for "dialogues" with "mobs" were all changed too, but nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the Credits as well, then.
    Last edited by Czudak; 01.10.2017 at 17:08.

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    Clockwork Origins Bonne6's Avatar
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    Quote Originally Posted by Wacky View Post
    Hi.

    The archive in the download is a .ZIP file of the _WORK directory with the already reparsed/recompiled scripts, .DAT files and output units. Gothic.dat, Menu.dat, Ou.bin/Ou.csl, Ouinfo.inf among them, so it's .MOD-creation ready. I actually wanted to ask someone to create it for me, but I now I don't have to, since you offered to do that, thank you. Yes, add it to the multi-mod manager of yours, please.

    But since you certainly want some answer to your question: I didn't touch particles, music, sounds, fight tactics and camera files at all, both in SCRIPTS/CONTENT or SYSTEM folders. I modified only CONTENT\Items files (all of them), some in CONTENT\Story (I can't tell you which ones in any viable way; but the SVM.d was among them for sure and dialogue files for Bosper/Gaan, as I added these possibilities of teaching how to skin reptiles/selling their leathers; naturally files for "dialogues" with "mobs" were all changed too, but there only things in quotation marks and nothing technical-wise), and all files in the CONTENT\SYSTEM\MENU, of course, as you noticed yourself.

    I hope this is enough information? If not, send me a private message, so I could compile a more detailed info about the altered files. Also, if you're going to create it (a reliable .MOD version), upload it somewhere where I could grab it easily from (without operating Spine, that is), so I could add the GothicStarter method too, to the installation section. I shall mark your username in the CREDITS as well, then.
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    Last edited by Bonne6; 07.09.2017 at 21:29.

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    Quote Originally Posted by Bonne6 View Post
    Yes, that's enough. It's just so I can drop stuff that wasn't changed Reduces the size. Doesn't matter for just these few files, but I like to optimize stuff
    Will upload a zip for you in a few minutes with the files.

    EDIT: https://upload.worldofplayers.de/fil...ficalPatch.zip

    EDIT2: Spine uploaded, too
    I appreciate the smooth and quick assistance. I wrapped up the first post, added the regular .MOD installation method and you to the Credits section.
    Last edited by Czudak; 01.10.2017 at 17:05.

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    I updated the patch to the newer version (1.1). The changelog is included in the first post.

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    Quote Originally Posted by Wacky View Post
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Thanks! Best path for this game.

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    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip

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    Quote Originally Posted by Kyojinmaru View Post
    Hi again! I've uploaded a modified sfxinst.d for your patch with some restored sounds and voices.

    Changes:
    1. Restored AARGH and DEAD sounds for every voice type
    2. Restored alt. open and close door sounds
    3. Restored alt. bbq scavenger sound
    4. Restored alt. draw sword sound
    5. Restored eagle ambient sounds
    6. Restored crossbow shoot sound

    Download: sfxinst.zip
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to indicate this is an "achievement". Added your name to the Credits section too.

    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    Last edited by Czudak; 01.10.2017 at 17:04.

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    Quote Originally Posted by Wacky View Post
    Awesometastic, my lad! I tested and implemented your fixes, because they work and I like alternative things. This is a milestone of the "Yet Another" - people contributing on their own - so I released a new version (which should be compatible with v1.1 saves) to show this "achievement". Added your name to the Credits section too.
    The alternative sounds aren't a replacement. They have been added to the list, so the normal sounds will still be heard. The only replaced sound is the crossbow shoot, because it had the same sound as the bow. Thanks for adding this to the patch!!

    Quote Originally Posted by Wacky View Post
    Also, you seem to be a swell fellow who's well-versed in the Gothic II NotR's gearing. Would you know how to remove the sound of a scroll being unrolled when reading the regular stone tablets and relics of the Builders, perhaps?
    As far as I know, the stone book mob shares its sounds with the normal book mob, so the devs commented those sounds in the addon. It must be the same case with the stone and normal scrolls, the only difference is that the devs didn't comment the sounds. I would take a look anyways.

    EDIT: Yep, the two items share the same sound.
    Last edited by Kyojinmaru; 30.09.2017 at 12:40.

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    Hi

    I assume this is not compatible with the german Version ?
    Der Schläfer war damals auch mal ein Sektenspinner
    [Bild: sigpic90446_34.gif]
    Pimp my Gothic - Eine Anleitung zur Verschönerung des alten Klassikers ~ von Inspirate

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    Quote Originally Posted by Shadow Mabori View Post
    Hi

    I assume this is not compatible with the german Version ?
    That's right.

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    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Last edited by Kyojinmaru; 30.09.2017 at 21:56.

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    Quote Originally Posted by Shadow Mabori View Post
    Hi

    I assume this is not compatible with the German Version ?
    Since you need to use the Report Version 2.6 patch, Player Kit v2.8 and System Pack v1.7, it's most likely this mod will be OK with any version of the game. You would just have English texts with the German voice-over.

    Can you operate with something like that? If yes - install the modification and be amazed by its scripting might! And don't forget to lay thick and uncompromising feedback on us. Thanks, I knew you would provide!
    Last edited by Czudak; 01.10.2017 at 17:03.

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    Quote Originally Posted by Kyojinmaru View Post
    Another contribution!

    sfinst.d - Restored bookstand page sounds (if we must swallow the scroll sound in stone tables, I don't see the problem in swallow this also. I prefer a wrong sound in the stone bookstands than no sound in every bookstand)
    menu_opt_controls.d - Overhauled the control options screen. Now all keys are together in the list. Some keys relocated. Potion keys relocated to main screen (usepotionkeys = 1 in gothic.ini). Relocated the "more keys..." button just after the key list.
    menu_opt_ext.d - Relocated all options a bit upwards for better presentation.
    menu_opt_game.d - Restored "Animated Windows" option. Relocated all options a bit upwards for better presentation.
    menu_opt_graphics.d - Restored "Blood Effects" option.

    Download: scripts.zip

    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Nice work and I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Quote Originally Posted by Wacky View Post
    I updated the patch to the newer version (1.1). The changelog is included in the first post.
    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.

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    Quote Originally Posted by Kyojinmaru View Post
    And a personal request. I would like you to keep this patch as what it is, a general bugfixing and polishing patch. I think in its actual state, it should be included in every digital copy of the game. Very good work.
    Quote Originally Posted by Marek33 View Post
    I fully agree! I like to see a Vanilla type patch since a lot of mods (not only for Gothic) which fixes stuff add a lot of other things.

    Could you fix the bug with the bandit tower in Jharkendar? I'm responding to this text, since it's not long and I haven't seen that bug fixed by most of the mods, so I would like to see it fixed in your mod.
    This will stay vanilla, people. Anyway, what's the bug with them bandits?

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    Quote Originally Posted by Wacky View Post
    This will stay vanilla, people. Anyway, what's the bug with them bandits?
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0

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    Quote Originally Posted by Marek33 View Post
    That's great to hear! And the bug with the bandits with the tower is a strange one. No matter which faction do I use, after I clear the tower from the bandits, I can't tell about it to the Henry which should decrease the price by 100 gold for me. I have also tried to talk with him about the bandits before I attack them, but without any success. Unfortunately, I have no idea why it happened and originally I thought it's probably the problem in the Wasteland mod, but I also had this exact bug in the Vanilla game too.

    This patch only has fixed is, as far as I know: https://forum.worldofplayers.de/foru...ity-Patch-v2-0
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    Last edited by Czudak; 03.10.2017 at 14:48.

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    Quote Originally Posted by Wacky View Post
    Weird. Everything seems to be fine on this end. I just did the quest before entering the pirate camp and he lowered the entry fee by 200 gold. You ask him what he's doing, Henry tells about the palisade, you ask for the palisade, get the Quest Log entry about the bandits in the tower, you go and cancel them, speak to Henry about it, the quest is resolved now, and the corresponding condition is then set to LOG_SUCCESS, you ask him again on the topic of the fee, and he lowers the amount.

    I'm using Gothic II Gold from GoG and the patch from this thread. But if you could provide me a version that doesn't need installation (because I can't install the one you gave me, nor this one [it's v2.41] I found on Dropbox; I receive some memory error, even in the virtual machine mode) - that would make very easy to compare script files and deduce what went wrong. Alternatively, you can install the patch (the version you supplied in your post or the one I found; but both [one after another with uninstallation between them?] for the best investigation results - I also would like to know what they did to Elite Orc's AI) and then compress it all and upload to some hosting service?
    That's weird. I'm using the same version as you, but I'm also using a Wasteland mod (a mod which brings Gothic 1 locations, but it doesn't change anything in the Vanilla game as far as I know). Plus, this bug is also in the Vanilla game from what I have seen in the thread which I showed you. Also, I have done everything like you said before, but it didn't work.

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    I updated the patch to the newer version (1.2). The changelog is included in the first post. This time I will have a short break before releasing the newest version.

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