Gothic 2 the return of the necromancer. Powerful beliar magic. Magic and runes and items

Path of the Necromancer
To become a necromancer, you must first learn about this community from Vatras when talking about guilds. Then we go to Xardas and say that we want to embark on the path of the dark magician. Xardas will take a couple of days to think. In two days he will agree to accept us as his disciples. Now we are a disciple of darkness. To become a magician, you need to gain 75 mana, and in the Rebalance mod 100 mana, and even 40 intelligence in addition. Xardas spoke the truth about the hard way! Xardas will teach us the circles of magic, the creation of runes of darkness and increase our mana, and he will also be able to sell any cadaverous crap in the form of bones, rotten flesh, etc.

Manuscripts of Xardas
When we become a disciple of darkness, Xardas will ask us to return to him his old manuscripts, which are still kept somewhere in the monastery. You can get to the abode of the fire mages through the quest of the guild of merchants or by stealing the key from Pedro (only in unofficial patches and the Rebalance mod). The first manuscript is in a closed cell behind the novice Babo (we get the key to the door from Xardas). The second manuscript will be in the library. When we have the papers, you can return to the necromancer and turn in the quest.

in vain way
Xardas will ask us to bring him the book "The Vain Path" from one of the city magicians. Since there is only one city magician - Gallahad, then we go to him. He will agree to exchange the book for some valuable thing for the magician. You can bring him a crown plant or a scroll of exorcism from the old tower of Xardas in Minenthal. We get the book, give it to Xardas, the quest is completed.

Necronomicon
Xardas asks us to find an ancient tome of dark magicians called "Necronomicon". There are two ways to complete this quest: fast and correct.
Fast way
In the port of Khorinis, we jump into the sea and sail straight all the time until we reach a huge deserted beach with a bunch of fire lizards. At its very beginning rises an ancient tower. A serpentine leads to its foot. We go along it and get into the cave. In the depths there will be a shadow golem. We do this: we prepare a spell of light and slowly approach the creature. Soon the golem will fall on us. When there are 5-7 steps between us, we cast light, the golem falls apart, we take away its particle and move on. There will be a portal in front of us, we go into it. Now we are at the top of the tower, in front of us on the stand will be the Necronomicon. The real problem is the descent from the tower. There are two options: either turn on the cheat mode and fly off with F8, or jump long and hard, trying to fall into a small lake at the foot (almost impossible without acrobatics).
The right way
1. We go to the crypt behind the courtyard of Onar and clean out all the undead there, led by the Lord of Shadows Inubis, from whom we take the key to the tower.
2. Now we are heading into the woods to the hunter Grom. There will be a small tower behind the two trolls. We open the door with the Inubis key, kill the zombies and the skeleton magician, take everything that is bad, then read the book on the stand in the center of the icon. A zombie necromancer will appear. We okshchaem it with a scroll of the destruction of the undead (otherwise too long) and take away the ashes of Nergal.
3. We carry the ashes to Xardas, perform the ritual of summoning an ancient necromancer. We learn from him about the tower on the coast, after which we sentence him to another death.
4. Next, we do everything that is described in the quick way.
When going through in the right way, after completing step # 3, serious bugs can occur (in version 1.0, all saves made after these events stop loading; in version 1.1, Xardas falls asleep forever), so it's better to go through this quest in a fast way.

Orc hearts
Xardas needs orc hearts. The hunters Grom (in the forest behind Onar's yard under the bridge to Fort Azgan) and Talbin (in Minental by the river on the plateau above the refuge of the paladin Markos) can teach how to get this trophy.

" Chapter: Miscellaneous

"Return" is much more than a mod, it's practically a new Addon for Gothic 2 Night of the Raven. Expanded, and strongly, the game world, plot, added characters and new locations. The mod is not for beginners - the leveling system is close to hardcore. But the more interesting it is to go through all 7 (!) Chapters of this wonderful mega-mod. If you are stuck in some place in the game, you need help with specific tasks, or you just want to express your opinion and discuss the "Return" addon with other players - welcome to this thread.
But I would also like to inform you that it is better to play not in the usual return, but with special patches from Dimmela - at the moment latest version The patch is called "ReBalance".

Description

Innovations implemented in the game:

Worlds and locations:

The addon contains 23 locations, including 3 available. The old locations have changed noticeably, especially in the Mine Valley and Khorinis:

  • Paladin Fort
  • Shadow Valley
  • Necropolis
  • Orc City
  • forgotten island
  • the locations from Gothic 1 will return to us, such as the Temple of the Sleeper, the Orc Graveyard, etc.
  • The valley of mines behind the wall will no longer be empty, there are several more dangerous adventures stored behind this structure
There are quest locations - that is, in order to get into them, you need to go through a certain quest, or a line of quests.
  • Minental (added entrance to the Temple of the Sleeper, monastery, etc.).
Also in the addon, the Re-design of graphics was partially made, i.e. resolution of all textures increased from 512x512 to 1024x1024.

Guilds and factions:

Added the ability to join and pass the game for the following guilds:

  • Brotherhood (but not quite already Sleeper)
  • Water Mages
  • Dark Mages (necromancers)
New factions have appeared (following the example of pirates) with their own quest line:
  • Guild of Assassins
  • Guild of Merchants
  • Free Hunters

Quests, NPCs, characters and monsters:

More than 100 new NPCs - both named and involved in the plot of the addon
About 200 new quests, including a large additional branch woven into the main plot of the game. Many quests have an alternative ending depending on Gg's actions.
For the quest with the ring of Ulf, more clarity has been added to the description of what needs to be done when passing such quests

  • There will be the possibility of a peaceful solution to the quest associated with Mora Ulartu and the paladins on the Forbidden Island
  • Will be new quest- quite difficult in terms of searches, but extremely interesting
  • Made an alternative ending for the Mora Ulartu quest. However, it will not be available to all guilds.
  • The parameters of all monsters have been reworked, taking into account their characteristics - for example, the skeleton is generally immune to arrows, to a lesser extent to cutting weapons, susceptible to crushing weapons .., and in that spirit for other monsters. Also, unique types of monsters appeared in the game, for killing which Gg will receive a certain bonus.
  • Orcs! Also undergone a number of significant changes. All types of Orcs are visually distinguishable by armor and weapons. Some of them are armed with ranged weapons. Now they have a clear hierarchy - many types of Orcs with their own unique parameters, depending on their type of occupation:
  • normal (orc)
  • hunter
  • bandit
  • pathfinder
  • Black Orc, Elite Orc (from simple fighters to clan leaders - among which there are many quest and named ones).
  • shamans (also now have their own hierarchy, and also visually distinguishable, for example, the leader of the clan can be a shaman).
  • Have all the orcs got a slightly different routine to diversify their daily lives a bit, or what do they have? In addition, they are no longer terminators - able to tirelessly walk back and forth, and so throughout the game. Now Orcs sleep at night, except for - shamans, commanders and sentinels. Shamans perform spirit spell rituals at night.
  • Dragons...! This is now the most difficult opponent of all possible (almost all) - their AI has been completely reworked. Now you can’t fill up these little animals for free - they’ll burn nafig! A number of items that you can get during the passage of the game help a lot to fight them.
  • Introduced respawn of monsters by Chapters. Even a pumped Gg will have to be a bit tight, because the monsters also become stronger with each chapter (the balance was carefully worked out and it seems like nothing happened).
  • If possible, the monsters themselves are partly rearranged in locations.
  • Abuin (a seer and tobacco merchant in Khorinis) can now see into your future and help you find the Guardians. True, his clues will be rather vague. (And it will be free for you)
  • Added new types of monsters. (Cut from the archives Crocodile, Undead orcs are returning, which could only be found in Irdorath, well, there are a couple of new ones =)
  • Monsters have been added in some places where they logically should have been. (Lurkers, for example, withdrawals, wolves in the "Big Forest" now roam in large numbers, not like before 2-3 wolves for the entire forest, not counting wargs)
  • The guards at the city gates have been slightly rearranged in such a way that Gg will no longer be able to crawl behind them ... Now you will be killed if you do not have permission to enter the city, but you still decide to go there. (the passage to the city itself has been slightly altered - instead of the usual wooden bridge, there is a massive stone bridge, albeit a short one, and the guards are placed like this - one at the entrance to the city, the other at the exit.) - you won’t slip past!

Screenshots

Weapons and ammunition:

Added many new weapons with unique properties and models:

  • A lot of different kind weapons, they are scattered throughout the horinis, as well, these weapons can then be sold like they are rare to some seller in the Upper Quarter of the city, for a good price.
Many new armors have been added - their parameters have been significantly reworked, taking into account balance adjustments and their availability during the game:
  • Return the armor of the old Swamp Camp, try to get the Orc armor, or the Guardian armor.
  • Upgradable armors have unique textures and will be visually different from the old ones.
  • Some armor may be improved not only at the forge, but also in other ways. There will be an opportunity to forge armor yourself - for example, armor from magic ore and not only (depending on the development of the plot) !!! to be honest, I didn’t see it, but who knows, maybe there is such a thing
  • There was an opportunity to make arrows and bolts (not only simple ones but also with special properties, training is inexpensive and at hand, not far from the city).
  • The top armor and weapons of the Guardians / Haradrim will become available to Gg much later in the story than they were before (in a normal return without a patch, you could get armor back in chapter 2, But in patch 1.1+, a dimmel patch makes it possible to get current armor in chapter 5 (Departure). Gg will receive them only after killing the dragons. More precisely, with them the Guardians will help Gg complete their mission on Irdorath - they are interested in the success of the event, as well as:
  • new Guardian armor has been introduced for mage players, however in this case they have one special effect, which one is still a secret. (I will tell you a secret - this is FEAR, animals will run away in fear from you (not all !!!), orcs will bow in front of you, if you are a god.)
  • Beliar's Claw will no longer be inferior to Urizel (Dada is a thing to come back to us again) in power, but to improve it, a certain level of Beliar's favor towards Gg will be needed.
  • Also, one more quest related to the Claw-Gg will be added to destroy the great one (whose soul was supposedly in the sword, and now it has been released), there will be two ways for this - it's up to you, but one of the ways will help strengthen the Claw.
  • Many unique weapons have been added and a new way to use them.

Magic and runes and items:

Added a lot of runes of completely new spells - in a larger kind of unique ones that are acquired by completing quests or just need to be found (many of them will be very useful for passing the game)
The magic of all schools has become combat-ready, magicians can now really fight with magic, and not with weapons, as well as:

  • now, even on the first circles, it is possible to study and create the Undead Destruction rune.
-Mana and Health Drinks now restore these stats as a percentage of their maximum value. At the first stage, drinks will naturally not be very effective, but the further they go, the more benefits they will bring. (In the Rebalance patch, they restore not only% but also the usual amount of health / mana additionally)

Items and inventory:

Many new items have been added - books, elixirs, artifacts, amulets rings and simple utensils.

  • Introduced new books describing the weaknesses of some monsters. For example, such as: orcs, demons, dragons, skeletons, golems (Do you remember Arkan Golum? =)). As before, the hunter Falk tells about the rest of the monsters (a non-main guild of hunters, he is their leader there). These books can be found or bought from merchants.

Balance and skills:

A new parameter for Gg has been introduced - endurance. Affects his ability to maintain his strength in battle, depending on what weapon and what type of weapon he uses. The loss of stamina points leads to a decrease in his life, so Gg may well die from exhaustion. Gg will be able to restore it by using certain types of herbs and elixirs, or sleep, in addition to spending life, Gg loses the ability to inflict critical hit.
Endurance will now increase for each increase in the level of Gg. It is also visually represented by a scale, like life or mana (only it will be in the middle and green). Numerical visual display in the skills menu - which will be displayed in it with the corresponding increase in the parameter, as well as:

  • tablets for stamina have been introduced, they also teach her now - look for teachers.
  • stamina can now be restored with any food and some plants, as a percentage of your maximum stamina (for example - water).
  • the calculation of endurance during the battle itself has been slightly changed.
  • labor-intensive processes like mining for gold or ore will also take away stamina from Gg, when stamina is completely depleted, Gg will end the mining process.
  • stamina can now be learned up to a maximum of 100. - In the patch from Dimmela, the restriction is removed.

The randomness of thefts will remain the same, but at the same time a new skill for Gg has been introduced - Rhetoric, having studied which it will be possible to avoid punishments with some probability, such as:

  • a fine, or avoid an NPC attack if your Gg is caught stealing property from chests, or cutting off NPC wallets. (as in Gothic 3)
  • slightly changed the calculation of the chances of a successful theft.

Introduced new feature for Gg - Intellect. Characteristics cannot be increased in the same way as others, that is, by training or drinking drinks, etc. It will increase by itself as Gg will receive various knowledge in the game (studying skills, reading books, etc.). As expected, Intelligence will be more needed for mages. The higher it is, the more damage will be dealt by spells (for example, Spell Damage 50+ additional% damage from intelligence (well, something like that)). In addition, some other aspects of the game will depend on this parameter. The parameter itself will be displayed in the Gg skill menu in a certain way.

Now you have to pay a lot for training in the skills and abilities of Gg. Gold will now be really valued in the game.

Prayers and Offerings to the Gods no longer have a guaranteed skill bonus! If you are lucky, a simple prayer can increase your skills, and a lot of gold spent on offerings will not have any effect.

Magic - now it has a clear distribution by type. A Fire Mage can only learn Fire magic, and a Water Mage can only learn Water magic, etc...
Added its own unique magic for the Brotherhood, and Dark magic for Necromancers.
Guardians of the Brotherhood now have their own unique magic, on the same principle as the paladins.
There will be an opportunity to learn the magic of the runes of True Magic - and it is available to everyone, including non-magic Guilds. However, only when performing one completely not easy and intricate quest.
Later in the game and under certain conditions, Gg will be able to learn another school of magic (only magic Guilds). - Passing for the Guardians will give you this opportunity, but only if you are a magic class.

Added the ability to improve armor - only those NPCs who are engaged in blacksmithing are trained, and not all in a row. In addition, there are many features of this training, as well as in the use of a wide variety of additional materials (learning is animated)!

There was an opportunity to extract magic ore.
Swamp grass can now be farmed different ways, not only on the alchemy table (look for recipes)!

Sharpen blades, rusty swords, axes and other rags - and depending on the experience of doing this, get weapons of various quality. (Easy way to earn money because there is a lot of rust in the game =))
There were bonuses from smoking a hookah (with the appropriate development of the plot, well, for example, if you hand over honey tobacco to Abuin).

Appeared new ability- demonology (only available to Dark Mages - it affects the fact that summoned demons and other evil spirits do not attack you, well, the chance of summoning these creatures, an unusual hero runs the risk of running into angry skeletons or demons, well, or getting nothing at all =))) .
Many other abilities depending on the development of the plot.

New bonuses for exclusive monsters have been introduced - and depending on the level of the monster and on the parameters of Gg, these bonuses will vary. -removed in the Dimmel patch

The system for accruing experience for killing monsters has been reworked and a leveling system has been introduced. The parameters of the monsters will dynamically change depending on the level of Gg and the chapter in which you are. Naturally, the experience for killing will also dynamically change. (removed in the Dimmel patch) True, the complexity of the battle with monsters is extremely cardinal and this system will not particularly affect. (Gg pumping will be felt). And also:

  • slightly adjusted resists and parameters of monsters.
  • partially cut and changed the respawn of monsters in all chapters within reasonable limits.
  • a large amount of XP for monsters like dragons will remain unchanged, but their damage will be slightly reduced - because there is no point in killing a dragon in 1 minute, to be honest.
  • for killing monsters in the state of transformation into a beast, Gg now receives half as much experience.
  • for killing monsters not by Gg, but by his companions, Gg himself will receive only half of the experience.
Random accrual of experience will be removed - the idea as such did not take root. (It was in the usual return).
All unnecessary bonuses in the game have been cut - more precisely, ways of easy money (now you just won’t get money). These do not include bugs with rings or amulets that add permanent stats. In fact, a bug in them takes place only when the MARVIN test mode is enabled.

The system of fines has been radically redesigned. Now it’s more expensive for yourself to be caught at the crime scene (theft or murder). And if you go too far, you will generally be declared illegal in the area where your atrocities overflowed the patience of local authorities. Therefore, if you break the law, then carefully. To restore your good name, you will have to pay a lot of gold, and also find a person who will undertake to solve these problems of yours. - He is located in the tavern near Orlan.

Gg will be able to learn the language of demons and read seekers' books (under certain circumstances). This will greatly affect various kinds of tasks in the future. - This language will also help in completing the Guardian's task
Training points and quest experience are normal!

Software Requirement:

  • Installed licensed version of the game Gothic 2 - Night of the Raven (Akella).
  • Installed Gothic II - Mod Development Kit (GMDK2 - full or small - versions) from Piranha-Bytes, patched to version 2.6a.
  • Installed, gothic2 PlayerKit version 2.6f.exe (for MOD version)
  • Make sure you have DirectX version 8 or higher installed on your computer, preferably DirectX version 9, latest update.
<<

Why the topic was created-Discussion, passage, finding secrets and other things.

From me

Passed the Return 2 times, I confess honestly used cheats, not always of course, but without them it was simply unrealistic, although with the ReBalance patch it became much easier, passed for a necromancer and a fire mage, magic Really now Terrible weapon, fire magic has become a terrible thing now it is still sets fire to the enemy, causing him to burn and receive damage, I also noticed some features in all magicians, a golem summoning spell was added - for each element there is a golem (except for necromancers):

  • true magic (the one that is available to everyone, the truth has only 3 circles) Stone Golem (very good tank)
  • waterbenders have an ice golem - the golem didn't really impress me, it has a fist of water spell and a debuff to piercing and slashing and slashing weapons, but vulnerable to fire and crushing.
  • fire mages have a fire golem, respectively =) also nothing remarkable can throw a fireball.
  • the sectarians were gifted with the Swamp Golem (in the ReBalance patch), these golems became more terrible from the usual orginals. -thrown (with holy bolts, but oddly enough they damage all living things and set fire to the target) and are huge + vulnerable only to magic and Swords, the rest is toothpicks for them.
Passing the return Be economical, the most important thing in the game is DO NOT spend money on any unnecessary nonsense, do not spend spell scrolls on all sorts of monsters that you can run away from, try to save on everything, my advice to you.
At first, I spent everything that was and how much in vain then I had to attract old saves and cheat at the end of the horses.
The passage for the guardians is very dreary and difficult, especially if you are 1 time. Quests are sometimes tricky and sometimes very long. But there are quests for which you can get wow what bonuses - in the valley of shadows you can get a crossbow with a damage of 3500 (although there are only 15 bolts for the whole game - and more than 7-9 (depending on skill) will have to be spent on killing 1 more dragon), you can also find a good sword there, only on the quest you have to give it away ...
If you decide to follow the path of the guardians, but you have chosen the path of a warrior (Palladin, Naenik, Guardian), then do not be upset, the path of the Haradrim will be available to you - good armor and weapons, the choice of which will be yours.
If you still somehow got to chapter 7, rejoice =) there you are no longer a "newbie" but a real Maniac and Zadrot-dada don't be afraid of this word, well, or a cheater =)
In Chapter 7, exciting moments await us, such as:
  • liberation of the castle in the valley of mines
  • The siege of Khorinis by the Orks - all who were in the city are dead (from people) - some manage to survive and escape to the Azgan fort or to the monastery
  • And the siege is not the current of the city, but of the entire island
  • The battle of the orcs and the remaining people on the fields of Onar (they laid siege to the farm), and you will have to run around different locations and talk to wounded people so that they join you. fast otherwise expect hard lags =)
  • What is most interesting - the guardians who helped you - taught you weapons, magic armor - will rise up against you and you must destroy them.
Well, this is short from me =)

» ReBalance

Fixed most of the bugs and errors of the original Return 1.1
Replaced most of the dialogues for the voice acting of Akella Gothic 2 "Night of the Raven"
Replaced fonts with original ones from Gothic 2

  • Initial placement - the number of monsters and orcs has been reduced by 1.2-2 times, the parameters of the rest have been revised - some have no changes, some have been weakened, some have been strengthened: orcs in from 1.2 (simple) to 2.5 (elders) times. Different ionstres have different protection against types of weapons and magic, some have immunity to a certain type (for example, trolls, obscurantists, fire lizards - to fire; zombies, skeletons - arrows, piercing weapons, etc.)
  • Chapter 7 has not been changed! Changed only the exp for some quests and the amount of payment for mercenaries for storming the castle
  • Respawn by chapter - at the level of "Slayer" - the number will return to the original Return 1.1., but the power of the monsters will become new. At all other levels, the number of monsters and orcs has been reduced by 1.2-2 times (some locations have not been changed
  • increasing weapon skills (strength, dexterity, mana) when using different types of weapons (magic). The monster killing counter is displayed on the first 20 monsters, then only a diary entry at the next skill (attribute) increase. For different types of weapons - different counters. When using one-handed weapons for security forces - either increasing the skill of possession, or strength; for dodgers - either skill or dexterity
  • GG's health and stamina do not automatically increase with the transition to the next level, everything rises only from teachers, drinks, herbs, tablets
  • Added "Gift of the Sprinter". Given by Innos (karma >= 25) or Beliar (>< 25 длительность бега в 2 раза ниже. При активации бега выносливость расходуется полностью. Если в инвентаре ГГ есть напиток выносливости - он расходуется и выносливость полностью восстанавливается. Дар может испариться при снижении кармы. Карты можно просмотреть только кликнув на них в инвентаре.
  • Entry into the Ring of Water - after collecting the ornament, into the magicians of Water - when it enters Yarkendar.
  • Frying-cooking on stoves, pans, boilers in Khorinis, the Valley of Mines, Yarkendar - fish, meat, soups and compotes in large quantities in one go. For frying on the stove, you need a frying pan, in a frying pan - meat, for cooking in a cauldron - a spoon
  • The requirement of intelligence to join the mages True (25), Water and Necromancers (40), for necromancers - Xardas speaks the truth about the hard way. Intelligence increases when reading books, learning recipes, runes, forging, hunting trophies, arrows, etc.

Weapons and Armor:

  • Increased undead silver sword damage. ATTENTION When killing monsters, the contents of the inventory of the slain may disappear. Therefore, it is better to kill quest monsters with other weapons. You can only fix it by removing additional damage
Loot can disappear when killing monsters Silver sword, Holy Messenger, Claw of Beliar (sword)- if corrected, additional damage will disappear or the damage effect will be almost invisible

Magic:

  • Different monsters have different protection from different schools of magic - choose effective spells
  • Some monsters are immune to certain magic
  • The duration of the summoning of monsters depends on intelligence, all monsters (summoned by the rune) can go out of control at any level of the GG. Calling a partner (or enemy) depends on the intelligence and the difference in the karmas of Innos and Beliar (rune) or randomly (scrolls). Different monsters have different requirements. The number of simultaneously summoned monsters of the same type per day with a rune = circle of magic GG * 10 (Army of Darkness - Circle of magic GG * 8, Demons - circle of magic GG * 4). EXP for killing enemies with summoned creatures goes to the GG in 100% size. Humans and orcs do not react to summoned creatures (almost all)
True Magic - "Lightning" was added to the 1st circle, the "Destroy Undead" rune was moved to the 2nd circle (mana 60), "Shrine the monster" - to the 3rd circle
  • Necromancer runes deal 2x less damage to undead
  • When using Sakta Nomen: first, mana is consumed, at the end of mana - health in TWO times the cost of casting in mana. Possible bug of the engine - with mana = 0, the GG does not cast the spell (shrugs). All mana drinks restore a non-multiple of the cost of the casts to avoid hitting "0" and keep an eye on the amount of maximum mana - keep it not a multiple of the mana cost of the spell
  • Healing runes restore half as much health when Sakta Nomen is learned.
  • Added new Golem and Hornet Transformation Scrolls (replaced unused ones).
  • Vatras will teach circles of magic to all magicians (according to the main guild) on Irdorath and the Lost Isle, Milten fire magic (Fire magicians and those who chose the fire school from the Guardians) and paladin magic

General minor changes:
Grimes really teaches how to mine ore. The amount of ore mined in one day is limited
Gold from Parzival for buying ore per day - limited
Fixed sleeping in the barn at Onar's farm
You can also learn how to use a crossbow in the Valley of Shadows
Keys from Hagen and Parzival can only be stolen with dexterity >100
Changed some recipes, reduced the cost of learning stamina potions

  • Sale of self-forged weapons to Harad
  • removed the inscription "Surprise Attack Bonus!" when killing meat bugs
  • Rune instead of potions for stoners on the quest
  • making the rune "Pyrokinesis"
  • compotes and soups
  • quest with a passage to the monastery
  • Gahan's consent condition
  • new potion recipes
Constantino buys herbs (and more) from his student
Xardas became less greedy for money for the bones and hearts of demons
Heroic bonuses - only exp and training points left
The chest in Gallahad's house, after he leaves for the town hall, can be used
Range of crossbows, bows 1200-3000
Vatras can increase mana by donating to Adanos 1 time per day
Constantino buys herbs (and more) from his student
The Master of the Assassins Guild will receive decent armor, the assassins will receive experience for killing and money for the quest
Dexterity requirement for Acrobatics - 70. Taught by mercenary Buster
Torben can teach hacking if GG is a student of one of the masters and Innos's karma > 25. Or for Lemar's ledger
Chef Cliff will suit armor from crawlers or hunting
Healing potions restore a fixed amount + percentage
Fixed potions on hotkeys - restore as they should
The Mage's Belt and Acolyte's Sash give a bonus to defense with robes of all schools (except for heavy robes and robes of the Guardians)
Removed finishing off Seekers of the enemy (with a sword), made the removal of the active spell
Nigel trades anyway with the trader's guild master
Gravo in chapter 7 at Onar's farm
Fixed trading on the Lost Isle
InExtremo sings
Added custom water mage robe and mercenary heavy armor (TEXTURES BY COLMAR)

» ReBalance V2

ReBalance V2 is not a continuation or patched version of ReBalance - it's a separate version with its own balance, gameplay, etc.
The mod is hardcore and is designed for those who played Return 1.1 and know the plot from the game, and not from the FAK for passing.

  • All changes included previous versions.
  • Trap chests. 3 types: fiery and nekrovskie. Fiery - fire damage, the higher the protection from fire - the less damage. Nekrovskie - either magic damage, or poisoning, or a skeleton as a gift (at the grunt and superhard levels, the skeleton is disabled). On Slayer and Superhard - traps are on! All others can be disabled at the start of the game. Not all traps are disabled.
  • poisoning from some monsters (hornets, drones, praying mantises). When poisoned, the visual effect and color change of the stamina bar. Treatment is with an antidote potion. (Does not turn off). When poisoned, the stamina and health of the GG decreases
  • Changed and fixed stamina consumption when using weapons. Stamina is gradually restored by itself if the GG is at rest (standing without a weapon in his hands, sitting)
  • GG will "groan" if health is less than 30% of the maximum and stamina = 0
  • with stamina equal to 0 and using a weapon - the health of the GG begins to fall in proportion to the consumption of stamina for this weapon
  • When equipped with small arms (in the hands of the GG), stamina is consumed if the enemy is within aiming range
  • changed the order of quests of stoners and requirements for entry. Guru and Guardian become in the 1st chapter.
  • changed the logic and AI of some monsters
  • added orc patrols
  • orcs learned to swim
  • extraction of simple ore, coal, smelting of steel blanks and blades for sharpening. Accordingly cut a freebie with blanks from Brian
  • fixed missing loot on any weapon. Possible only when killing spirits with a silver sword, but there is nothing to take from them
  • Lares - you can take a partner for a walk around Khorinis in the 1st chapter after a trip to the Eastern Forest and to the water magicians. - does not work
  • you won’t be able to use free runes - only those that you studied yourself
  • one-handed or two-handed staves for all mages
  • changed the visuals of the guru staffs and turned on the light, added a few new ones. Removed the visual from the Beliar Claw - it cuts through the air like a normal sword
  • Gurus will be able to wear the Mask of the Sleeper
  • Vatras heals only novices and waterbenders for free and infinitely. The rest - after donations. The amount of free mana is limited. Waterbenders preferred. Saggita is also not rubber for free
  • changed the inscriptions of pickpocketing
  • the requirements and parameters of some armor and weapons have been changed, something has been hidden
  • seekers can call for help zombie guardian (on normal and harder) or skeleton (on the rest)
  • firebenders will get combat robes in chapter 5
  • GG will not lose anything if he buys Yora's place (maybe even win)
  • several new quests, new potions
  • Gallahad needs 4 letters
  • a few easter eggs
  • tournament statistics after each chapter in the diary. Just before sailing for Irdorath
  • fixed bug with combat animation and combos with two-handed weapons (>30)
  • fixed bugs of previous versions and the original. Added new
  • transferring money to mercenaries for the release of the castle
  • cut a freebie with S/L to get permanent plants
  • Removed learned skills from Alligator Jack
  • Alfred buys swamp shark trophies
  • changed bonuses for students of Bosper and Harad
  • added missing chest keys. Not everyone can get them.
  • new chests
  • on Easy and Super Easy levels, health regeneration is given from the very beginning, the rest - learn after learning the 3rd circle of magic (and mana regeneration too)
  • added a map of orc city caves
  • necromancers can get a unique staff
  • video added, orc guard voice files, some videos disabled
  • changed the design and screensavers

ReBalance 1.0 Changes
Fixed most of the bugs of the original Return 1.1.
Changes 1.12.9 and 1.15. included in mod. Some have changed a bit.
Replaced most of the dialogues for the voice acting of Akella G2a "Night of the Raven".
Replaced fonts with original ones from G2a

  • Initial placement - the number of monsters and orcs has been reduced by 1.2-2 times, the parameters of the rest have been revised - some have no changes, some have been weakened, some have been strengthened: orcs in from 1.2 (simple) to 2.5 (elders) times. Different ionstrs have different protection against types of weapons and magic, some have immunity to a certain type (for example, obscurantists, fire lizards - to fire; zombies, skeletons - arrows, piercing weapons, etc.)
  • Changed the location and order of some NPCs to be more logical
  • Didn't change chapter 7! Changed only the exp for some quests and the amount of payment for mercenaries for storming the castle
  • The choice of difficulty level once - at the beginning of the game. Levels differ only in the amount of exp for monsters and some quests. Scale (number=Exp per monster level): Easy(20)-Normal(15)-Heavy(10)-Slayer(7)
  • Respawn by chapter - at the level of "Slayer" - the number will return to the original Return 1.1., but the power of the monsters will become new. At all other levels, the number of monsters and orcs has been reduced by 1.2-2 times (some locations have not been changed)
  • Young monsters at the beginning new game to Cavalorn and in the valley with Leicester
  • The initial parameters of the GG are strength 10, dexterity 10, endurance 10
  • Increasing the weapon skill (strength, agility, mana) when using different types of weapons (magic). The monster killing counter is displayed on the first 20 monsters, then only a diary entry at the next skill (attribute) increase. For different types of weapons - different counters. When using one-handed weapons for security forces - either increasing the skill of possession, or strength; for dodgers - either skill or dexterity
  • GG's health and stamina does not automatically increase with the transition to the next level, everything rises only from teachers, drinks, herbs, tablets.
  • cut gold in chests and for quests, exp for new quests
  • Theft from chests: you can safely take from a friendly guild, you can try to loot the chest at night, with sufficient dexterity. Chests of other guilds are best cleaned at night if no one sees, or if you're lucky and have enough dexterity. Nobody's chests - no! I strongly recommend saving before trying to see what is in the chest. Even the apprentices of Constantino and Garada can't poke around in their personal belongings with impunity.
  • Added "Gift of the Sprinter". Given by Innos (karma >= 25) or Beliar (>= 25) when asking for a gift at the altar. Activation - key "M" (I strongly recommend adding "T"). Duration is proportional to stamina (stamina 35 - run 35 sec.) On stamina< 25 длительность бега в 2 раза ниже. При активации бега выносливость расходуется полностью. Если в инвентаре ГГ есть напиток выносливости - он расходуется и выносливость полностью восстанавливается. Дар может испариться при снижении кармы. Карты можно просмотреть только кликнув на них в инвентаре
  • Ulu-Mulu: when equipped on the GG - when the orc is killed, it disappears from the inventory. It doesn't matter who killed - GG or partner (including the one called). Returning Ulu-Mulu with a marvin will not help. Undead orcs can be killed. But the orcs are on friendly terms with the undead orcs, so when killing an undead orc, they will attack the GG
  • The order of the quests of the guild of merchants has been changed, the quests are divided into chapters. If you have fulfilled all the conditions for the transition to the 2nd chapter (turning in the quest "Where are the missing people" and collecting the ornament) and the quests "Stocks for the paladins" and "Treaty with Onar" - Hagen will give the key to the Valley of Mines immediately - you can either go to Minenthal, or to Yarkendar
  • Guardian quests are divided into chapters, focus on Abduin's clues - if he says he doesn't see anything, it's useless to search
  • Entry into the Ring of Water - after collecting the ornament, into the magicians of Water - when it enters Yarkendar
  • You can only go to the 2nd chapter by handing in the quest "Where are the missing people" and collecting the ornament. Otherwise, Vatras and Hagen will not have dialogues.
  • To get the robe of the magician, you must turn in the robe of the novice
  • Frying-cooking on stoves, pans, boilers in Khorinis, the Valley of Mines, Yarkendar, the Lost Island - fish, meat, soups and compotes in large quantities in one go. For frying on the stove, you need a frying pan, in a frying pan - meat, for cooking in a cauldron - a spoon.
  • Beating merchants for profit will add problems - clearing the merchant's inventory
  • Raynar only buys weapons. All his cheat weapons are cut from scripts
  • Bonuses when praying to Innos, Beliar no more than 10 times per chapter. Daron blesses valuablely 1 time per day with a donation of 50 coins, with 100 and 200 - as many times a day as you want
  • Joining the hunters is possible peacefully - after bringing the skin of a black troll. Option with beating Falk - when trying to cheat (no black troll skin in inventory)
  • The requirement of intelligence to join the mages True (25), Water and Necromancers (40). Intelligence increases when reading books, learning recipes, runes, forging, hunting trophies, arrows, etc.
  • Strong monsters use magic (golems, dragons, etc.)
  • Replaced Lizardmen in Old Camp with Zombie Guardians
  • Skeletons have become serious opponents
  • Markers of the Old and Abandoned mines, the Temple of the Sleeper have been added to the map of the Valley of Mines
  • Changed the location of some items, some were removed altogether
  • New recipes added, old ones changed
  • NPC partners bring 50% exp
  • Changed prices for buying trophies from hunters
  • Halvor buys silver and gold at a normal price
  • Digital display of karma

Weapons, armor

  • Changed armor requirements and parameters
  • Changed the parameters of some weapons
  • Reforging armor (basic) up to 5 times has been introduced. The ingredients are the same, but in the amount multiplied by the Upgrade Number. Strength requirement for wearing armor is increased by reforging
  • Learning to sharpen rusty swords - Brian (one-handed), Hodges (two-handed). You can only sharpen swords that say "You can sharpen"
  • The logic of damage caused by magical staves and bows has been changed: the staff of the fire mage, the fiery bow - damage by fire, the rest - by magic, the guru - by flight. So don't be surprised if some monsters have become "kind of stronger". Magic weapon damage scales with intelligence and skill. Fixed missing loot
  • Increased undead silver sword damage. ATTENTION! When killing monsters, the contents of the inventory of the slain may disappear. Therefore, it is better to kill quest monsters with other weapons. You can only fix it by removing additional damage
  • All swords, except for the bandit's sword - cutting damage. Weapon damage for dodgers depends on agility (and skill)
  • Making fire and magical arrows and bolts - teaches Ignaz
  • Buffed holy paladin armor and changed how bandits react to them in Yarkendar in Chapter 4
  • Changed the visuals and special effects of the Claw of Beliar with the soul of Senyak
  • Loot can disappear when killing monsters with the Silver Sword, Holy Messenger, Beliar's Claw (sword) - if corrected, the additional damage will disappear or the damage effect will be almost invisible

Magic

  • Different monsters have different protection from different schools of magic - choose effective spells. - Some monsters are immune to certain magic
  • Changed mana cost and damage for all spells. Magic damage is the sum of initial spell damage + intelligence
  • All summoned creatures attack the enemy immediately if he is within their line of sight
  • The duration of the summoning of monsters depends on intelligence, all monsters (summoned by the rune) can go out of control at any level of the GG. Calling a partner (or enemy) depends on the intelligence and the difference in the karmas of Innos and Beliar (rune) or randomly (scrolls). Different monsters have different requirements. The number of simultaneously summoned monsters of the same type per day with a rune = circle of magic GG * 10 (Army of Darkness - circle of magic GG * 8, Demons - circle of magic GG * 4). EXP for killing enemies with summoned creatures goes to the GG in 100% size. Humans and orcs do not react to summoned creatures (almost all)
  • True Magic - "Lightning" was added to the 1st circle, the "Destroy Undead" rune was moved to the 2nd circle (mana 60), "Shrine the monster" - to the 3rd circle
  • "Destroy the undead" and "Reduce the monster" - 50% exp
  • Necro runes deal 2x less damage to undead
  • When using Sakta Nomen: first, mana is consumed, at the end of mana - health in TWO times the cost of casting in mana. Possible bug of the engine - with mana = 0, the GG does not cast the spell (shrugs). All mana drinks restore a non-multiple of the cost of the casts to avoid hitting "0" and keep an eye on the amount of maximum mana - keep it not a multiple of the mana cost of the spell
  • Healing runes restore half as much health when Sakta Nomen is learned
  • Added new Golem and Hornet Transformation Scrolls (replaced unused ones)
  • Vatras will teach circles of magic to all magicians (according to the main guild) on Irdorath and the Lost Isle, Milten - fire magic (Fire magicians and those who chose the school of fire from the Guardians) and the magic of paladins

General minor changes

  • Grimes really teaches how to mine ore. The amount of ore mined in one day is limited
  • Gold from Parzival for buying ore per day - limited
  • Fixed sleeping in the barn at Onar's farm
  • You can also learn how to use a crossbow in the Valley of Shadows
  • Keys from Hagen and Parzival can only be stolen with dexterity >100
  • Changed some recipes, reduced the cost of learning stamina potions
  • Greg will not appear if you select "Do you want my head? Well, try to take it!" in dialogue with Dexter
  • recipes for new potions - "DUSTinghoFFman"
  • modified spell visuals - "DUSTinghoFFman"
  • Sale of self-forged weapons to Harad - respect "Hokurn"
  • removed the inscription "Surprise Attack Bonus!" when killing meat bugs - "Hokurn"
  • quest with a passage to the monastery - "Geor" G"
  • Gahan's consent condition - "Micha"
  • Rune instead of potions for stoners on the quest - "Akhineya"
  • making the rune "Pyrokinesis" - "Geor" G"
  • Constantino buys herbs (and more) from his student
  • Xar became less greedy for money for the bones and hearts of demons
  • Heroic bonuses - only exp and training points left
  • The chest in Gallahad's house, after he leaves for the town hall, can be used
  • Range of crossbows, bows 1200-3000
  • Vatras can increase mana by donating to Adanos 1 time per day
  • Constantino buys herbs (and more) from his student
  • The Master of the Assassins Guild will receive decent armor, the assassins will receive experience for killing and money for the quest
  • Dexterity requirement for Acrobatics - 70. Taught by mercenary Buster
  • Torben can teach hacking if GG is a student of one of the masters and Innos's karma > 25. Or for Lemar's ledger
  • Chef Cliff will suit armor from crawlers or hunting
  • Healing potions restore a fixed amount + percentage
  • Fixed potions on hotkeys - restore as they should
  • The Mage's Belt and Acolyte's Sash give a bonus to defense with robes of all schools (except for heavy robes and robes of the Guardians)
  • Removed finishing off Seekers of the enemy (with a sword), made the removal of the active spell.
  • Nigel trades anyway with the trader's guild master
  • Gravo in chapter 7 at Onar's farm
  • Fixed trading on the Lost Isle
  • InExtremo sings
  • Added custom water mage robe and mercenary heavy armor

ReBalance V2.1

  • changed the initial speed of recovery of endurance (increased by 2 times)
  • Vatras will teach accelerated stamina regeneration in Chapter 3 (all)
  • "Steal life" affects not only people, but also monsters. Not on all monsters and people
  • Sleep: on "Superhard" - 9 hours a day, the rest - to choose from. Changed the logic and calculation of sleep recovery. 100% recovery - 9 hours if sleep restriction is selected, 24 hours - if we sleep without restrictions
  • fixed bug with non-expenditure of stamina after transformation
  • Sprinter's Gift is given as a gift at the start of the game and will not expire
  • added statistics of killed monsters by weapon type
  • added a new scroll of transformation to necromancers
  • added a couple of helmets
Corrected:
  • Lares - can be taken as a partner for a walk around Khorinis in the 1st chapter after a trip to the Eastern Forest and to the water magicians
  • An error in the condition for the appearance of the dialogue "Army of evil are gathering nearby!" - the militia will not be able to go to the 2nd chapter
  • Stoneheads do not want to talk to the guard in the 1st received armor
  • Transparent roofs in the port area of ​​​​Khorinis (about the tower of Nergal, I’m not sure if it was or not, it’s already normal)
  • Trade inventory at Tion
  • Namib and Cain quests
  • quest "Strange request of Constantino" - no poison, do not complete the quest
  • Goblin with a scroll of banishment
  • no stamina consumption after transformation
  • Unable to exit Haradrim Arena
  • Error in the condition for obtaining guardian armor (not critical)

ReBalance V2.1.F6 Fix for ReBalance V2.1
Corrected:

  • lines in Halvor's dialogue
  • bug with Onar
  • warehouse guard
  • guru staff damage
  • reaction of cowardly monsters to creep
  • multiple handlers
  • fine grammar
  • poisoning, stamina is consumed first
  • fire traps
  • monster death from falling for guru staves (DUSTinghoFFman's idea) - tests needed
  • missing loot when using Nordmar sword, fire spells, fire bow - tests needed
  • damage from spells and magical weapons after reloading
  • fixed a bug with the death of the GG after turning back in the presence of magic staves and a specific weapon that kills when equipped ( the best weapon in inventory)
  • fixed Onar's quest
  • a little on trifles (in dialogues)
  • the second potion of Sallandril - will only work if you did not complete the task with the first of the orc brew
  • slightly corrected orc crossbowmen
  • gait for waterbenders - will only work for newcomers to mages
  • fixed damage handlers for fire spells and fire weapons
  • fixed all weapons that did not consume stamina
  • a couple of minor errors in the handlers
  • bug with the transformation and demining of the weapon skill
  • melting blanks - immediately melts cold
  • entries in the diary about the amount of coal and ore for smelting
  • Fixed regeneration tutorial
  • Fixed sleep, fixed several handlers

I like +5 - 0

We are moving on to a very interesting storyline, namely the passage for the Necromancers. Your old friend Xardas will be the main target so-called quest generator, there are not so many quests, but the plot twists and the ability to choose their passage pleasantly surprises even the most experienced player.

Path of the Necromancer

Xardas- the main necromancer in the game, during the passage of the main quest branch for the Necromancer guild, it is worth considering that everything will be tied to him. The first thing to do is to go to him and ask permission to join. Naturally, you will receive a refusal, we are waiting for several days, during this time we increase our own supply of mana (minimum 75), which is also the spiritual power of the player. We boldly go to the main necromancer, he will initiate us into novices, i.e. students, where you can later craft everything related to dark magic.

"Artifacts of Xardas"

A very simple task, in the style of go fetch, although the logic of the task is quite well thought out. The magician instructs you to bring the stealing part of his manuscripts, according to some reports they are lost, but extreme memories said that they were in the temple of the Fire Mages. The path is difficult and dangerous, because you have to go through the mountains. That we are waiting for a small "surprise" in the form of the fact that you need to find 2 parts of artifacts at once. The first part is in the library, the second in Xardas's room, in principle, you won't get lost nearby. In the end, we return everything to the owner.

"Vain Put"

The third task from Xardas. By analogy with the second, you will have to travel a lot in search of the magician's book. Specifically talk to Gallahad, he has what you are looking for. The only difficulty is that you need to give him something in return, for example, a “scroll of exile” from an old tower, or a crown plant. The first and second solutions will not be easy, my advice is better to give a scroll.

"Orc Hearts"

Xardas gives you the task of finding orc hearts, but without the necessary training and experience, you have little chance. Therefore, you need to learn a little in Talbina in the Valley of Mines. It is not difficult to find it, it is not far from the Marcos cave. One or two lessons will be enough. In order to make it easier for yourself and get the treasured experience, ask Diego for help and go hunting together.

How to become a necromancer in G2?

"Necronomicon"

The final quest from Xardas, one of the most difficult in the addon, the task is as follows - find a spell book to open an ancient portal.

In order to get information about it, you need to:

Kill the Lord of Shadows, who lives in the crypt outside Onar's courtyard, let's test our skills a bit, in turn, he has the key to the tower as a trophy.

Now some more difficulties are added, we head to the forest to the hunter Grom, bring down the trolls, find the tower, open the lock with the key of the Lord of Shadows, kill everyone who is there, collect all the loot, read the book on the stand, call on the zombie - Nergal, kill him ... he burns from it remains the dust, which we need.

It remains the case for small things, in the tower of Xardas we carry out the ritual of summoning the ancient, from his words we will learn all the details of our further actions.

It is located in the port island of Khorinis. We jump into the water, swim to the right past pirate ship, debris and rocks, we see a tower on the horizon - we go into it, here is the first difficulty - the “shadow golem”, as soon as it starts attacking, we destroy it with a spell of light, everything is basically easy, the main thing is to catch the moment. There should not be any further obstacles on the way, a teleport opens into which we will enter, we see, in fact - the Necronomicon.

That's all my friends, I hope they caught the essence, I personally was very interested in playing, although the quests are of the same type, they are made with special love, you can immediately see the pros tried. I wish you Have a nice game, there will be questions, write in the comments, wait for further reviews and passing this is just the beginning.

I will describe one of the mods, called "Dark Magic" (Dunkle Magie). Of course, Gothic fans have already played it (I want to believe). Since it is installed on the G2 HB, I am describing it here. I do not know about its officiality, but I believe that if this post does not belong here, the viceroy will take tough but necessary measures (basket). I always dreamed of playing as a necromancer, so I was happy to the point of squeak/puppy delight (as you're used to) when I found/downloaded/installed this mod. You are normal people, but I have a shift on the basis of ownership of the robe "a la Xardas". Not many changes are being introduced into the game, so I'll start in order.

Mighty Beliar Magic

Mighty Beliar Magic

And laugh in vain. Yes Yes. It all starts with her. She lies to herself on a table with a key in the upper room of the tower of Xardas. I grabbed it, read it joyfully, but nothing happened. They didn't even give me experience. At first I thought - so, like Mertana's lyrics from the first Gothic, but it turned out - it works. After reading this book, everything that you have called is in the world until you call it back or kill it. Even if you call from the scrolls. In addition, the summoned monsters become more durable (resistant to damage).

Mighty Beliar Magic


Mighty Beliar Magic

At the exit from the tower is another "innovation", the necromancer Narsus. He feels the aura of a powerful arch-demon in the Gg field and offers to become a seeker. I agreed. After that, he gives tasks (find 2 of his friends and send them to him). Drakash is of little use, on the contrary - in order for him to go to Narsus, he must be informed about the portal of Adanos, which was dug by the water magicians. With Lord Geltchen, everything is much simpler. With him, you just need to go to the cave, where he himself, without your overwhelming participation, will exterminate the demon living there. Search the cave! There you will find a book teaching you how to regenerate. Please note that this will cost you learning points.

Not the holy trinity

Mighty Beliar Magic


Mighty Beliar Magic

The Union of the Five was founded in very ancient times by the three ruling Gods. Lord Geltchen represents Innos, Drakash was chosen by Adanos after the disaster in Yarkendar, Narsus brings the will of Beliar into the world. The task of the union is the preservation of mankind. The union consists of 3 immortal representatives of the gods, the chosen Innos and the chosen Adanos. In the future, it turns out that Drakash was the head of the scholar caste in Yarkendar. Not much is known about Geltchen (maybe I haven’t gotten to that yet?), but his main task is to exterminate demons. Narsus. This is your future teacher. He has enormous power and unprecedented powers. In fact, he is the leader of the union (what an irony). Able to purify the artifacts-rings "Will of Beliar", fill them with power, as a result of which they remove the effects of the mental attacks of the seekers. Lord Geltchen teaches two-handed weapons, Drakash - one-handed weapons, Narsus - everything related to magic.

"If I go through the valley of the shadow of death, I will not be afraid of evil"

So, I chose the path of Beliar, became a student of Narsus. The first task was shocking: to steal the hammer of Innos from the monastery of fire magicians.

How do I get into the monastery?

Do not worry about it. Think better about how you will get out of there.

I got to the monastery late at night. From the experience of the previous games, I easily managed to steal the hammer. But that's where the luck ended. Having reached the gate, I tried to forcefully pull them towards myself ... And they are locked! Around the night, cicadas sing, the monastery organ plays, the unmovable pedestal - Parlan - looks somewhat hostile. And then it dawned on me! After all, once in a past life, among the goods, Gorax had the key to the monastery. I ran to his cell. He did not show joy and did not want to trade. I wandered around the monastery for a long time, trying to climb the columns and crying all around. In the morning, he fell asleep in one of the rooms, resigned to the fact that the servant of Beliar, by some ridiculous accident (or maybe this is retribution for theft?), Will spend the rest of his life in the monastery of Innos.

Mighty Beliar Magic


Mighty Beliar Magic

Waking up after dinner and not knowing what to do, he went to wander around the monastery and distract the novices from charitable deeds. When talking with the novice Dirian, it turned out that he needed to deliver wine to the Dead Harpy tavern, but he himself was afraid of the animals that he might meet on the road. In order to mock the guy (after all, I can’t leave the monastery), I offered to go instead of him. Dirian had a scroll of teleportation to the tavern, where I got safely along with the wine! Oh gods, how happy I am! Run, run to Narsus, away from this place!

That's it! The hammer was needed to get an appointment with Hagen ... Resourceful. Who will let the servant of Beliar to the paladin of Innos, and so ... Not bad. I'm going to Khorinis.

Mighty Beliar Magic


Mighty Beliar Magic

I will not describe a long road, dull with its monotony, under the cheerful croaking of goblin skeletons, destroying all living things on the way with a shobla. It's very philosophical - to go without caring about anything, collect herbs, peel the skins, rake out the contents of the knapsack. And it's very funny - to watch how the unfortunate living creature tries to resist, but then agonizes. It's so unusual to command an army.

Near Khorinis we ran into an orc in a cave. I managed to escape, the army remained there. Well, okay, they still wouldn’t be allowed into the city. You know how the city militia usually find fault: where is the veterinary office, why without a muzzle? On the temple square, as before, Vatras preaches. Let's go to him.

Tell me about Beliar.

Beliar is the dark god of death, destruction, and everything unnatural. He leads the eternal battle with Innos. Only a few follow the call of Beliar, however, he grants great power to his servants.

It's nice to identify with one of his servants! At the entrance to the upper quarter of the city, a guard-knight stopped me, but after a short altercation, sensing my spiritual strength, he let me in. And again, that arrogant blockhead Lothar is trying to teach me the rules of the city... So they recruit their strong ones, and then they ask how smart they are! After all, it can be seen from the face that from the books read in the baggage of knowledge only the charter of the garrison service. Okay, okay, we understand each other, just get off.

Indeed, the hammer of Innos opened before me the entrance to the town hall. Hagen did not even begin to wonder why the servant of darkness requires the fire artifact. Getting old? Or is it really that bad? Well, to the colony - so to the colony, but first I go to Narsus, I will learn the second round of runes. The time has come!

"Are you still here, or are you here again?"

The picture of the valley of mines reminds Moscow suburbs. No, not in terms of landscape. Remember the rickety "dachas" around the castle of the old camp? So they took them down, yes. Apparently here, by the river, a conservation area. Only instead of OMON with dogs, orcs with wargs, and the excavator was replaced by dragons. But here, on the hill, I had a cozy little house with a canopy ... Platoon, attack!

Mighty Beliar Magic


Mighty Beliar Magic

We are defeated, revenge failed, I fled. You have to live - where you have to, you have to eat - what I find. I'll go to the old tower of Xardas. Wow, they're still looking out for me! At the entrance to the tower stands Lord Geltchen, pretending to admire the architecture.

It turned out that the uncle sensed the demon. But he does not go to kill - he is waiting for a sign from above. Now we'll arrange a sign for you... I call the goblin, I run up the stairs. The goblin follows me, Geltchen follows the goblin. The goblin lord was about to kill, and then a demon jumped out from around the corner. In general, Lord Geltchen cleared the tower of Xardas, without waiting for signs from Innos. Yes, and praised - you are good, he says, a student of Narsus, if you could fill up the demon. Well, as you say, I will not argue. And you excelled, and I have experience for the future.

"Well, if you're that vain"

A colleague was waiting for me at the door of the aisle. Looking for. I thought he would shake my hand like a comrade, but he rushed to fight. Fool, twenty little merry goblins are a force even against mighty seekers. He didn't have time to cast a fiery rain... And what is this ring on his finger? So it's bewitching. My darling...

I asked Narsus about the ring. He says it's called "The Will of Beliar", but it's supposedly cursed. Well, a powerful magician cleansed it, saying that now it will remove the curses of the seekers from my body.

Then, upon my return from Yarkendar, I was ordered to forge a figurine of Beliar and consecrate it on the altar.

Mighty Beliar Magic


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Information for beginners

If you were a mage in G2, G2NV, G2V1.1 (and its modifications), forget everything.
There, your magician was only an auxiliary unit, i.e. healer, not a big shooting, etc.
In Return 2.0, the magician is an absolutely independent combat unit, but as the strongmen pump strength, the magician acts with his head, which is much more difficult.
In the head we store intelligence, the amount of mana and the power of our knowledge.
If you downloaded the game for the first time, first go through the game on easy or medium, due to lack of knowledge, still skip half the content.
Now the mage is presented as a mage, gaining mana, intelligence (which is a priority) you increase your damage and mana recovery.
Mana for us is not just 50-100 to take a break or crack a chest, for a magician - endurance (how much we can beat nonstop), health (healing rune).
Intelligence replaces: strength, stamina regeneration.
For this reason, we do not pump strength / dexterity / endurance, various skills, all training points are exclusively for intelligence: runes, scrolls, alchemy.

Mana:
On hard, you can pump all the mana for 1d1 and 1d2, then it is recruited at the expense of bottles, tablets, mutagens, pies flowed.
Ideally, gain 250-300 mana per chapter, for comfortable game
Beliar gives a different amount of mana for souls: fire mage +5, water mage +10, guru +10, necro +15.

Swing mana

Many thanks for the tables
blue - norm
blue - difficult

Chapter 1-2 (Khorinis)

Spoiler

Mana BoostName

(30 /20 )

90

Training for experience points

4 /2

Daron

2

Divine Energy of the Stars (book)

5

Vatras for 1000 gold

2

Koragona beer (2 pcs.)

10

Constantino for becoming a student

3

Gin (recipe in moonshiner's cave)

12

mushroom pies

50

Tablets

9


122

Alchemy (minor mutagen)

27

Balm of Providence x9

10

Ring (near Ur-Karras)

10

Ring of Illumination (Sold by Ysgaroth)

15

Amulet of Illumination (sold by Zuris, in the second chapter for free near between 3 pine trees)

2

Astronomy (book)

21

Books for Gallahad

Chapter 2 (Yarkendar)

Spoiler

Chapter 2 (Valley of Mines)

Spoiler

Chapter 3

Spoiler

Chapter 4

Spoiler

Mana BoostName

85

Golden Rings, Orc Totem (trophy from Hash Gor)

6

Balm of Providence

162

Alchemy (small mutagen x2, medium mutagen x3, large mutagen x3)

10

Tablets

100

crown of ice

25

Dark Soul (drink from the souls of ancient guardians)

1

Spirit Essence (in the castle chapel)

20

Souls for Beliar (2000 pcs.)

11

Soup

48

pies

5

Elixir of Power (Luthero for the quest “Antiques”)

25

Demon Blood (trophy from Irkh-Tar)

100

The choice of the elements of water from the guardians

8

Books for Gallahad

5

Stone tablets for Vatras

106

Zuris (commercially available), Itu-Zeld (trophy), Shadow Golem Tower, Xardas (for the Necronomicon), Orik (Orc Warlords quest), Luthero (Protection for Sarah quest), Salandril (as Merchant Guild Master) , Mor-Bar (trophy), In the swamps, In the tower of Imarah, Imarah (trophy), On the Plateau of the Ancients, In the Temple of Truth, Hagen (quest “with fire and sword”), Saturas (quest “orcs in the valley”), Senyak ( trophy), In the Temple of the Sleeper, Khoshkar (trophy), Ichial (trophy), Izulg (trophy), V city ​​of the dead x2, Azgalore (trophy), Swamp Dragon (trophy)

Chapter 5

Spoiler


Passing the game as a magician on hard (the norm is described here), I can remember that the difference is only in the base mana. Normal 30, Hard 20

Mana regeneration

We are looking for teachers.
Regardless of how much it costs (well, except for Gallahard) - it is necessary to study any magician (not up to the magician), the question is not even in bottles, but in the expediency of spending LP. Mana is your health (rune of healing or something like that), mana is your endurance - we shoot until we get tired, or even more.
There is no base regeneration, but for every 20 points of intelligence, mana regeneration increases by +1 and for every 20% thirst - 1.
For example:
100 Intelligence 0 Thirst: Regenerate 5 mana over 3 seconds.
100 Intelligence 40 Thirst: Regenerate 3 mana over 3 seconds.


Intelligence:
On hard, you can pour into all runes, alchemy, scrolls, then it is recruited at the expense of bottles, tablets, pies flowed.
Ideally, gain 100 intelligence per chapter, for a comfortable game (in the second chapter, you can score a lot more)
Grows with the study of runes, alchemy, making bottles on the alchemy table (10 per chapter), also.
Intelligence increases (+1) every 5 runestones collected.

why is he?

Spell Damage:
Proper Robe: (scroll power + int/2)+(scroll power+intellect/2)*Might/100
Guru's intellect is not divided in half.
With an incorrect robe, intelligence is divided by 4

What is power in a formula?

The number of runes learned, upon admission to the Guardians and the choice of your guild, increases depending on the complexity (clarifications are required)

Pumping (up to DR)

Base 5
15 Gifts of the Gods (level 30+)
15 Books submitted to Gallahard (read)
3 circles (1+2)
~10 - Stands
5 - Tablets (eaten)
3 - Tablets (learning to eat)
6 - Study all your runebooks (6 circles)
1 - 15 oysters

Runes ~ 7

2 guild
4 from Gallahard (light, cleansing light, lockpicking, healing)
+1 for every 5 runes (maybe a chapter cap, but spending 10 gems on runes of light doesn't seem reasonable, although it's possible)

Alchemy ~ 52

24 study of the manufacture of bottles (wine)
20 for bottles on the alchemy table
8 praying mantis head drink

Total 133, at least kill me I don’t remember where else 5 came from (I have 138)

Important note:

LP

circles of magic

1 Circle of Magic (Learning Points: 20)
2 Circle of Magic (Training Points: 30)
3 Circle of Magic (Learning Points: 40)
4 Circle of Magic (Learning Points: 60)
5 Circle of Magic (Learning Points: 80)
6 Circle of Magic (Learning Points: 100)

330 lp goes only for circles.
92 hp will go to the study of all alchemy (I usually do not teach the elixir of strength / dexterity, so -40)
130 hp goes to build mana (everything for 1 to 2)

* - if you learn lightning through the diary of Vatras, then it is 5 cheaper.

----------------
330 + 92 + 130 + 78 (true magic) = 630 hp
For a hard player, this is less than half the LP that can be obtained before sailing to Irdorath.
only 42 levels, excluding free LP.
The remaining 600+ are spent on: RUNES, butchering animals, resistance to everything, 1 LP for forging swords for the orc mine (by the way, there the main orc in the mine will return this 1 LP), etc.

Runes

Even before the first arrow, you can learn magical lockpicking from Gallahard. Breaking chests only in Khorinis will be beaten off in gold.
It makes no sense for a magician to learn lockpicking, he has a rune for this. after returning the money, breaking the chests, you can explore the rest.


Tricks / nuances:

Hack Scrolls

Buy from gallahad.
1 scroll lies in the Xardas tower from above.
2 scrolls are in the master burglar's chest.
1 scroll is in Salandril's chest behind the wall.
2 scrolls are in one of the chests in the treasury of fire mages.

Step 1: 1 scroll from the Xardos tower, make 2 from it through the master's chest
Step 2: Steal the key from Salandril (from the chest behind the wall)
On the hands of 3 scrolls: For a letter from Luthero for Gallahard.
-- 2 fire mage chests (ancient tomes)
-- 2 stoner chests (in cells and treasury of fire mages)
Last (for making a rune):
1. buy from Gallahard
2. We explain to Antramentor (boss stone golem) that we need him more.
3. We study the scroll of magical hacking, make a scroll, learn the rune

Ancient tomes for Karras

1. At Jack's lighthouse.
2. In a chest at the top of a ruined tower on a hill near the city (Niklas is sitting on the road, and a wounded orc is sitting next to the tower).
3. A cave in a lowland near Khorinis. The most difficult book in terms of getting, as it is located in the lair of the ogre. You can use the transformation into a glorch, run the entire cave to the ogre, bite him and take him outside, and then quickly return, pick up the book and get out.
4. Cave of Trial of Fire. Branch with sliders. Crawlers can be brought to Dagoth if difficult.
5. In a chest in a small pyramid at the excavations of water magicians.
6. The scroll lies right in the crypt of Inubis behind Onar's farm next to the secret descent down.

Dark guards

Due to the fact that we are moving into the 3rd chapter and there are dark guards on every corner, but unfortunately we do not have the runes of the 3rd circle to resist them normally - I propose to solve the issue in a tough way: during the second chapter we pull out 20-25 (enough 21 for straight roads) from the closet of Xardas (well, firebenders can from the library or closet of their cell) large fireballs and we get (he does not see you, yes you do) 1 shot - one corpse. You can of course buy in advance, but somehow I'm not a fan of spending money

Quick start in DR

Continuation:
We need 1 scroll of transformation into a bloody hornet and 2:
We go into the valley of mines, put a teleport.
From the teleport along the mountain we pass in the direction of the "Forest Camp", we will have to jump from a very high mountain, we spend a hornet scroll.
We learn to turn into a hornet, we put a teleport.
TP to Xardas, make a rune and back.
Now turning into a hornet, you can knock out only those mobs that we can do.
For example I hit:
1) monitor lizards, shnygs. black goblins.
2) glorchs, bandits, snow wolves
3) small orc patrols
We also easily take tiles for teleports (almost without a fight), everything except for tile number 6 (in the corresponding list).
By hitting pointwise, right after entering the valley, we gain 15-20 intellect (unless, of course, we complete the quest of the 3rd guardian along the way) and 1-2 levels on small mobs.


Features - pros

Fire Mages

After receiving the title of magician, honor, respect, everyone loves us and in the well .. kiss the censer. Well, they give a personal room in the Monastery.
- All spells deal FIRE damage, hitting the corresponding resistance. Which somewhat reduces the final damage, because the resistance from fire "on average for the hospital" is higher than from magic on monsters / on armor
- All spells upon hitting the target hang on the last "dot" for 5 seconds, ticking at 50 fire damage per second. And if the resists after "cutting" are more than 50, then we will not see any ticks.
- You can carry everything that is badly lying right in broad daylight under the gaze of citizens (chests in the city, "Esmeralda" (boat, otherwise they will say again that it is not a ship) of paladins) and so on.

- 1 lap (and the start of the game), they are like a god, knocking down an orc is not a problem, 2 laps - you can even put down a black orc without worrying
- The first to have weapons of mass destruction (firestorm (3rd circle)), very effective against crowds of orcs, packs of wolves, glorchs and whoever it was.

Water Mages

The most average magic guild in the game, there are no strong minuses, at the same time there are no grandiose pluses - strong middle ones, like their God Adanos - the God of Balance
- They have the innate skill "Ice Shield", it works when we receive damage (but not from falling), increases resistances and mana regeneration for a while.
- Has access everywhere as a fire mage.
- (subjectively) have the strongest magic at level 4 (lightning strike) - hit accuracy, spawn speed, mana cost per shot, deals defense reduction
- All attack runes cut off magic defense, thus increasing their attack without changing the rune

Necromancers

You can take the dead thing to Xardas - bones, skulls, dead flesh. In conjunction with apprenticeship, Kostya (and of course hunters) gets a generally waste-free production.
- They will let you go to "Esmeralda" with the right answers.
- There is additional content in the form of quests for Necrons and special places where only a follower of the Dark Arts will be allowed.
- Balanced armor. The best staves (120 intellect, the rest of the shaman's staff must be beaten off in the city of orcs, and learn how to use orc weapons).
- Possibility to use inside the elixir "Dark Wisdom" (Chapter 5) with benefit instead of premature death. For other factions, this elixir is useless trash. As well as the books "Necronomicon" and "Shadows in the Night"
- Sakta Nomen - perhaps the most interesting feature of dark magicians.

More

Allows you to cast darkness magic (including maintaining the call!) due to HP, which is many times more than mana. This allows you not to be distracted by mana bottles during fights with ordinary opponents. The bottle savings are huge. It is very expensive (50,000 gold + 50 LP in build 0066), but these costs are well rewarded.
Damn??? What is a curse? - well, it ate mana, we continue to cast at the expense of hals, we eat bottles of hals (we will restore mana when we leave the battle), and you can remove the curse at the expense of hals. If, like all magicians, you don’t let yourself be beaten, then 2-3 times more stock of shots, which without conditionally cannot but affect the course of the battle

The ability to "convince" Halvor a little earlier to continue buying gold and silver after he refuses to do business with the GG for murders in the city (according to the assassins guild quests).
- For each demon heart reward 2 mana or 5 hels or 300 coins (choose of course coins)
- Free rune "destruction of the undead" for 5 servings of ectoplasm.
- Perfectly polish all locations even at the first levels, surrounded by 3 skeletons or 3 zombies.

Brotherhood Guru

1 Mana can be obtained every day for smoking a hookah.
- Intellect gives a FULL increase in Sleeper Magic damage, which in LateGame will give an awesome damage bonus.
- Starting bonus protection from magic for tattoos. You can also shave your head.
- The Guru's armor has great protection against magic, but mediocre against fire. It is better not to catch fireballs with your face - you can easily die from burning.
- The best Belt at the start (comparable only with the belt from the 4th Chapter)
- Additional Effects from jambs for Cultists (Possible 1 time per Day):
1. green acolyte: Resists + 5
2. Northern Dark: Resists + 10, same Guardians- combat meditation (similar to Life Restoration), Guru- mage. Meditation (A kind of analogue of Magical regeneration)
3. Call of Dreams: Resists + 15, Guardians- fights. meditation + fighting. Trance (supposedly increases attack speed), Guru- mage. meditation + 50 intelligence
- In the second chapter, we get the strongest rune Windfist (small distance accumulated), but infinitely effective in 1v1 combat (i.e. very effective in boss fights)
- In the third chapter, we get the shock wave rune, the benefit cannot be overestimated, it scatters (with little damage) all enemies around, then shooting. After receiving the rune, it stops running even from "large" mobs.
- Rune of sleep gives + 20% to theft, which means it is much more convenient to gain dexterity (for the last thief quests)

Features - cons

Fire Mages

The introduction is naturally painful. You give away a lot of money (if you go the usual way), buy an unnecessary novice robe for your money, suffer on all sorts of master's assignments. As a result, you get 4 more tests for entering the circle of Fire, one of which is completely impassable for the first passage without spoilers on the Internet.
- Gorax gives a quest to collect 10 grapes - do not take the quest in any case. Got it - load into an early save (well, or don't give it up, but so as not to hang, it's better to load).
- Armor of the Fire Mages gives very high resistance to fire, but rather modest to magic
- Cannot read spellbooks from other schools. That is, they get their 6 intelligence for the circles of fire magicians read in the library, and that's it. When other classes can also read the racks in the library and at the same time buy books from their schools.
- Before being recognized as a magician, find 2 scrolls of hacking, for turning into a magician (described in Tricks / nuances) or learning hacking (which is a waste of LP for a magician).
- 4th circle BOSCH combat magic, accumulated, difficult, for a long time, they can manage to explain that such orders do not pass here (but it is super effective against Seekers ... although ... 4th chapter ...). without accumulation - rune 2 circles. Those. Dungeon or Azgalore is almost impossible to kill.

Water Mages

The introduction is the most demanding in terms of characteristics among all magicians and the latest. In order for Saturas to accept us into the Circle of Water Mages, you need to go to Yarkendar (and this is the second chapter) and have 40 intellect with 75 mana.
- Water Mages do not have separate guild quests.
- (subjectively) They have the innate skill "Ice Shield", but in practice - it's useless.

Necromancers

An evil and terrible Mage of Darkness, everyone does not like us, someone even hates us. In the homes of citizens, rummaging around for free will not work.
- have 45 intellect with 70 mana.

Brotherhood Guru

Who cares about the Guru. The NPCs do not feel open hatred for this Mage, but they will not be allowed to rummage around in their homes just like that.
- You can't get on the Esmeralda, unlike the others
- The weakest guild staff
- Learning Mana Regeneration: 150 mana.
- until the 4th chapter we walk with the rune Spear of the Sleeper (for ranged combat)


Can't learn round 6

There are 3 assignments to be completed:
1 - Dark Order
2 - Revenge of the Ancients
3 - Revenge of Urthrall.
After passing these tasks (yes, I know it's boring), it will be possible to set sail to study the 6th circle.


Guardians

according to Ulthrax (and I believe him):
Choosing your guild on normal +20% to magical power; Hard and Legend +15%
Corrections are welcome.


Flame

- Curse. Many bosses and some weaker enemies will put a nasty debuff on you that eats 10 mana per second and lasts about 1000 seconds. The thing is nasty, mainly only at the stage of getting to know it - the Third Chapter, the first meetings with the Seekers, when the magician is still weak (after all, the main gameplay starts from Chapter 4) and is not pumped. The solution, as it turned out, is quite simple - UPGRADE and INCREASE INTELLIGENCE. I'll explain with an example. When you have 200 intellect and they put a curse - "oh, you are a creature, you are eating mana, you urgently need to dispel, otherwise you will eat it all", regeneration 10 is not enough to keep eating mana. When you have 300 intellect - "well, you hung a curse, then what? You'll die anyway" regeneration of 15 is enough to keep it almost at the level of mana consumption. When you have 400-450 intelligence - "Lol, it turns out that a curse hangs on me, but I didn’t notice ...", due to regeneration, mana does not decrease, but increases (though very slowly)


Under Total

100 ints per chapter - it is hard to take but 618, at the end of the 5th chapter (power/dexterity eliks have not been learned) - an excellent fighter of the 6th chapter!
300 mana per chapter, on the 5th they scored in the first 4 took 1200 - the most plane for TOP armor and sticks (from the dungeon).
Yes, I passed with a stoner, mana - but every magician can afford 1309-90 = 1219! which means that everyone can wear top clothes!
I don’t know the reason, but I didn’t take 4 more levels, nevertheless: 169 LP (God bless him, I’ll learn 2 eliks - 40 LP, and the rest 129?)
As expected: 3000 souls - 30 mana
From the LP - spent on everything!:
except cutting dragons;
15 dexterity for thief missions.
Passed the same way: 1190 (+25 in pies) = 1225 mana), dungeons and dragons are ahead, so there will be more mana.
Right in this save, there are 57 free LPs (the rest will go to circles and runes), i.e. you can swing hels and / or a two-hander, in general, see for yourself.
Also, 15 dexterity was pumped in for the task "Dragon Treasures", the task was taken, you can go to the dragons right now.
The entire cutting has also been learned (except for dragons).


Special thanks for the help in filling the post to the following users:
- per general information
- for accurate filtering and mana buildup at the norm
Specialist
- providing edits
- For studying

1. Still not working as it should "burning" (there is no binding to the inte, as Trazege wants)
2. at the magic of fire on spells (including the 6th) if cutting resists. So it is unlikely that what you wrote is true (about the amount of damage).

And the builds depend on the difficulty.

In general, depending on the complexity, there are different builds. on difficulty below hard, the variability of pumping does not exist at all, because everything swings stupidly in a row and there is enough for everything.
Other mages also have resistance cuts, and average fire resistances are higher (although not by much, many bosses have them generally the same).
I already wrote a guide to the fire mage a couple of times, in my opinion, however, on a difficulty below the legend, there is no point in guides now - there is enough for everything you need with a margin ...
And if you already play on the legend, then obviously you should know the game yourself. or is it suffering for nothing)

Hello everyone))) I’ll share my experience, I played as a water mage once and as a necro once, and in the fourth chapter you join the Guardians and choose another class of magicians, for example, a necromancer magician, and from the guardians you choose water magic and you have the magic of two strengths. may be useful to someone)

This is the fourth chapter at least. By this time, he was already either crushing everything and everything with a skating rink, or he hadn’t reached it at all. And in terms of the second element ... in the vast majority of IMHO, it makes sense to take your own element, because the native element under the boost from the guardians no longer needs anything at all.

Does the necromancer have a lot of staves? And is there any sense in the staves at all? I’m also interested in some quest lines that are available only to water magicians, for example, or necromancers.

All mages have 2 guild staffs, and at least 3 more can be obtained during the game. Staves make sense, normal melee weapons are, in certain circumstances, more convenient than magic. "All" guilds have their own, guild quests, except for Water Mages.

In general, I have already started ten times again and again, I will express your thoughts about mages. Especially chapters 1-2.
I must say right away - I didn’t like water magicians. I won’t tell you why, but I didn’t like it purely for aesthetic reasons. Despite the fact that their spells were strengthened in assembly 66, they did not like to play.
I try to squeeze the maximum out of all classes from the very beginning ... therefore I will describe things that may seem insignificant to many and not noteworthy, but for me they are important. No special technical part...

Fire Mages:

Spoiler

Fire magicians - let's just say, they really like it only "aesthetically", like a monastery, interesting quests, pathos ... more precisely honor and respect, YOUR "CHAMBER"!
Alas, a very meager selection of spells. If a necromancer and guru brought the spell power to 10-12% before going to the Yarkendar ... then only 8 comes out here (maybe I don’t remember the numbers exactly, but the main difference is the main thing).
I played a firebender at 65 and 66, I don’t know what has changed, but it seemed that at 66 they became stronger. But somehow spells work strangely, especially the burning process. It may burn, it may not burn. I don't know the technical details, so I'm just judging by my feelings.
Cannot read spellbooks from other schools. Tobish get their 6 intellect for circles of fire mages read in the library and that's it. When other classes can also read the racks in the library and at the same time buy books from their schools.
I liked the opportunity to brew a potion that gives +10 mana (+5) It turns out practical 3 potions = 25 mana.
In the future, it helps out several times that you are a magician of fire.
The armor is not bad, a lot of protection from fire, little from magic. Medium staff and belt bonuses.
10 grapes to give away at the very beginning ... cool.
But everything is at hand, you can live in the monastery
It is this magician unreal pass the plateau in the second chapter.


Necromancer:

Spoiler

Necromancers - all good... but too much extra, as for me. Sactanomen and demonology (especially demonology) are controversial skills. The cost is high, but the utility is mediocre. On the other hand, variety. The ability to build your build in different ways, let's say.
Strange acting spells attacking... exhaustion for example (2nd circle attack rune). If the target has its back to the hero, it is impossible to hit him, you have to approach until you are noticed. But on the other hand - sometimes a spell can attack not only the target, but the whole bunch of monsters that are near the target. In short, I don't understand...
There are spells "for fun", I call it that. The same obsession. Allows you to get an almost infinite supply of schnapps, rapiers, smoke and roast meat if you force the taverns to fight.
Additional content. Quests and the main places - which only a necromancer can visit (of course, there are not many of them, but the fact itself).
Average armor (between firebenders and gurus). The best starting staff and a regular belt.
Possibility of "wasteless" passage. Tobish, you can hand over any carrion to Xardas. And if you join Kostya as a student and other nonsense.
Of course, you don’t feel like home anymore, but there is still the opportunity to get on the ship and get bonus rhetoric.
Polus is a pity.
Can pass the plateau in the second chapter. Gemorno, but possible. The first time when I passed for a necromancer, I passed a plateau in the second. And I will never do this again. It's just hell. (The obsession to make ogres beat bosses and manage to cast some powerful spell scroll while doing so, until these ogres kill the boss in order to get a bonus).


Guru:

Spoiler

Guru. Of course, there are spells that are not particularly useful. With an attacking rune of the first circle, you will have to walk for a very long time.
It saddens me that they removed the beautiful highlights from the spear Before there was a disco ball.
The spear works well, often stuns enemies, which helps a lot.
Of course, one cannot expect special respect for the Guru from representatives of anyone, except for the swamp camp.
You can’t just go on a ship and into houses.
BUT... of course +1 mana every day. Smoking bonuses are very savory after getting the recipe from the valley of the mines. Gives a very good burst for boss fights. If fans of theft - at first the rune of sleep will help. Magic defense bonuses... tattoos... bald head, full set.
100% intelligence bonus cannot be overestimated.
One-time bonus of 10 mana from the potion.
Here I want to note the cheapest cost of training mana regen.
Good armor with strong magic resistance and low fire resistance. The weakest staff in the early stages, but the strongest belt.
The easiest the plateau in the second chapter is passed thanks to the fist of the wind.


I don't write much for prayers. For I think that 15 mana is too little in order to spend karma on it. Therefore, I prefer 5 intellect, for all magicians, and especially for gurus. And the servants of Innos and the servants of Beliar receive 5 intelligence each.
Among all the magicians, I can’t choose a favorite, each magician is good in his own way. That's why I started from the beginning so many times.
It is most pleasant to play a firebender, but a guru is more practical. Firebenders simply arrange themselves.
According to the differences at the time of the trip to Yarkendar:
My fire mage had about 360-380 mana and 180 intellect, 8 spell power.
For a necromancer 380-400 mana, 200 intellect and 12 spell power.
For the guru, it turned out about 400-420 mana, 210 intellect and 11 (12) spell power.
I don't know why there's such a gap, I don't know. It would seem that there should not be such a difference (especially in terms of intelligence) in practice ... but this is how it turned out for me.

Mb later I will throw with screenshots for clarity.

it all depends on the complexity - so it doesn't matter.

Well, I wrote for hard. The legend is too sweaty for me, but the average is no longer interesting.

"burning" doesn't work the way Trazege wants yet (couldn't bind to inte... that's why Firebenders are still "boring"). Now "burning" has the default 50 damage of the original game... 5 ticks of 50... i.e. when the target's defense is above 50 - it does not cause damage.

So if there were default damage, then it would always be there. In the 65th assembly, combustion was stable. And now there is often no damage at all from burning. Cast - there is point damage, but no ticks. 50:50 as luck would have it.

So if there were default damage, then it would always be there. In the 65th assembly, combustion was stable. And now there is often no damage at all from burning. Cast - there is point damage, but no ticks. 50:50 as luck would have it.

I don't know what you...

1. "Burning" is different for magic and monsters.
2. "burning" damage is 5 ticks of 50 damage = 250.

No luck / no luck - no.
There is really such a thing as lowering protection ... up to 50%. That is, for example, on " fire arrow"10% reduction per cast (although I don't know if it always works)... 5 casts = minus 50% fire protection... if this reduction reduces the target's defense below 50 units - "burning" starts, ofk, to work .



 
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