FAQ on the game Gothic II: Night of the Raven. FAQ on the game Gothic II: Night of the Raven Gothic 2 attributes

Everything was calm. Then he turned his black gaze mighty Beliar to the lands of Yarkendar. This land bore great warriors and skillful inventors. They were drowning in wealth and glory, improving their people more and more - people thought so. The majestic temples of Adanos and other works of their architecture were built to last for centuries. They developed magic, appreciated science and art. The center of their culture was class hierarchies. Strict order and the gradual accumulation of knowledge contributed to the rise of the people of the Builders... But everything melts, becomes thinner and turns into dust... Gradually, those dissatisfied with the strict orders on which their civilization rested appeared. And they longed for such strength and power, without making any effort ...
The evil seed of Beliar's designs fell on fertile soil. And the god of night and pride chuckled, anticipating the madness of the children of Adanos.
And a great slaughter began, where brother went against brother and son against father... People did not know what they were doing, but the orders preserved for centuries collapsed, destroying the great civilization of antiquity... And cruel Beliar enslaved the souls of many, making others his servants. They carried out any orders of the ruler, and their will was not free ... Having done so, Beliar hid in the dark kingdom, enjoying the deeds of his hands. But before that, he did so that people could no longer return to their former appearance, destroying themselves and their culture.

And Adanos saw what was happening in the midst of his people. And he realized that his tribe had lost the will and the ability to think soberly because of his many gifts. And the lord of the waters saw that many enjoyed the benefits of civilization, without making any effort for the common good. Others spent their lives working in the sweat of their brows for the high of this world. And Adanos realized that he had made a mistake, in every possible way helping his now lost children. But the results of their deeds influenced other peoples who lived then on earth. And Adanos decided once and for all to correct his mistake, so that henceforth people would achieve everything themselves.
And the daylight faded. Dark clouds covered the sky, and thunder roared, forcing the living to flee, and cut the firmament into many pieces of bright lightning. Thus began the flood. Mighty jets of water tore off the dry layers of the earth, destroyed buildings and washed away from the face of the world a gaping failure, a festering wound, rapidly making its way to other peoples and countries. The wrath of Adanos was meant to stop him. Heavy downpours continued for ten days and nights, and then the sky cleared and the clouds slowly melted...
The sun came out, illuminating the swaying expanse of the sea, from which patches of land and sharp mountain peaks burst out.

Innos saw the deeds of his brothers, but considered them true, so that after that people would become stronger and more responsible.
And he decided to instruct them in everything, though not directly, but indirectly. With his shining light, he evaporated part of the waters and repopulated them with blooming gardens and intelligent creatures that love life. But Innos left terrible traces of the wrath of Adanos, so that henceforth people would remember about what had already been done ...
And Innos gave people strength and will, but he also gave them the opportunity to see the consequences of his actions, so that people would no longer make mistakes that destroy entire nations ...

Files

Save - G2NV, the end of the first chapter. As usual, all the monsters were killed (only Khorinis was cleared), many quests were completed (all that are possible when the hero is not in the guild). The hero can join any camp - he is a citizen, a student of Bosper, the mercenaries have completed the "respect" quest, there is a "precious figurine" in the inventory that allows you to immediately become a novice.

Hero -19 level 99 100 experience. (to the next level, 5,900 is not enough). NO COMBAT SKILLS HAVE BEEN LEARNED. All skills - 10, strength-dexterity 10, mana 12. (2 from Daron). Studied: hearts of magical creatures (you still can't complete the game without them), three levels of reading tablets (read all tablets of life), picking locks, skins, sneaking, horns of obscurantists. Among other things, there are 9 horns of mrakoris, in case the hero becomes a mercenary.

Free - 135 learning points.

Role system Gothic II, despite its apparent simplicity, is quite original. It is not easy to develop a character correctly - there are plenty of pitfalls here. We will talk about how to spend training points correctly in order to get the most out of it, as well as other ways to increase the characteristics of a character, we will talk in this article. All of the following applies specifically to the addition: differences from original game is, and quite significant.

The first thing to remember is that the higher the value of an attribute or skill, the more training points are spent when it is increased (see table). Second, there are many ways to increase an attribute/skill without spending learning points.

Spend learning points onincrease in attributes and skills
Learning Points Consumption Attribute/Skill Level
1 10 to 30
2 From 30 to 60
3 From 60 to 90
4 From 90 to 120
5 Over 120

It's useful, and here's why. You can save learning points when the characteristic is already high enough. All teachers can only raise an attribute/skill up to a certain limit. Then the threshold. Of course, at the end of the game there will be mentors who teach without restrictions ... but you want everything at once. And again, it all comes down to training points. Where can I get so many of them, darlings?

Before starting a detailed analysis, you need to clarify - all of the following applies only to mercenaries and paladins (although there are some differences for them, but they are not significant). For mages it's different.

So, you need to raise all the characteristics, and as high as possible. It is worth spending training points on raising relatively low skill levels - then they are spent little by little. When the characteristic reaches a certain value, immediately stop and increase it in other ways. You don't have to spend all the points you get from levels on one stat. What is the use of heavenly dexterity when the strength is practically at zero? Distribute little by little so that the character develops evenly.

There is one more subtlety. Let's say you have 55 Agility and 20 Learning. Raise up to 59 by spending 2 points. Then raise the attribute by 5 points. As a result, you will spend 10 points and get agility 64. Savings - 4 training points.

Now let's talk about ways to raise attributes and skills without spending learning points.

Attributes

Strength

Strength determines the damage dealt and which blades will be available. The most important characteristic for fighters. It is worth raising the strength to 180-200 points to use best weapon. With the help of training points, raise the attribute to 50-70 points.

To increase the strength by one, you need to gobble up 25 apples at once. 5 power points can be obtained by asking Tekla for branded soups:

    The first soup is given out when you join the ranks of the mercenaries (the rest of the guild members, of course, rest). But he must be asked before taking the task to search for herbs;

    The second soup goes just for the task with the search for herbs;

    The third one you get by beating Bulko;

    The fourth - by releasing the blacksmith Bennett from prison;

    Fifth - by destroying the dragons in the mine valley;

Let's continue... One point of strength goes to Erol's quest. 3 points of strength will be added after eating the fiery soup (you will get it in Yarkendar). 33 points of strength - thanks to homemade elixirs. Finally, 9 more points - found/bought.

And here is another, but also quite proven way - to pray to the statues of Innos. You need to give praise to God once a day, donating 100 coins. You can pray as much as you like, but the increase in attributes will be only 10 times, no more.

However, there are many "buts" here. Mages and acolytes get +4 mana. Mercenaries, militias and neutrals - +1 strength or +4 life.

With paladins, it's even more difficult: in the first and second chapters, they will receive +1 strength, +4 life, or +2 dexterity. From the third chapter - +2 strength. And finally, if you pray for the last, tenth time, you will earn +4 strength. The effect of the prayer is random, so you should save the game before it.

15 power points can potentially be obtained by preparing and drinking a drink from dragon eggs. But even here it was not without subtleties (God, how many of them are in the game!). The drink increases a parameter that is more developed, so instead of strength, you can easily get +15 to dexterity ...

Playing as a mercenary, you can make a drink twice. In the fifth chapter, you will receive a task to search for dragon eggs. Collect something collect, but you should not give it to the customer. It is better to save them until the sixth chapter. The second chance to collect eggs will be presented in the halls of Irdorath. But if you play as a mage or paladin, there will be only one drink.

My stone tablets

The tablets were added by the developers in an add-on so as not to upset the balance. Otherwise, the player would become simply helpless. The tablets are hidden in secluded places and you need to work hard to find them.

And then, it is not enough to find the tablets. They still need to be read. To do this, you will have to spend training points and find a teacher. There are two in total. The water magician is Mixir, and also the hermit in Yarkendar is Eremit. Stone tablets come in three castes - peasants, warriors and priests. Each language must be studied separately, for a separate fee. But on the other hand, the priestly tablet, although less common, adds much more points to an attribute or skill.

While playing as a magician, in the fifth chapter you will find the Tears of Innos elixir, which increases strength and dexterity by 5 points. It is stored in a secret library, but I do not advise you to drink it right away. It has a lot of useful, but temporary effects, so it's best to save it until last battle.

Finally, 22 points of strength gives the reading of the tablets.

A well-known technique can also be used to increase strength. Starting in the fourth chapter, you will find rings of the orc commander. If you put it on, the strength will drop by 20 points. Why is this needed? Very simple. Until the sixth chapter, all teachers increase the strength only to 90. Accordingly, when you put on the ring, the strength drops to 70. Go to the teacher, increase the attribute again to 90, and then remove the ring. It is easy to assume that the strength is already equal to 110. Miracles, and nothing more!

Agility

Affects archery accuracy and damage dealt with weapons that require dexterity rather than strength. This is the main parameter for archers, as well as for those who want to learn acrobatics. It requires a dexterity of at least 90 points. Well, if you want to get the best bow, you need at least 160 points of dexterity. It makes sense to train her for training points up to 50-70 (depending on which camp you play for). You can go a little further - up to 90, so that the damage is appropriate.

You can get a unit to dexterity if, when completing the task for joining the thieves guild, you do not turn it in to Rengar. Then after you become a thief, talk to him and serve symbol. The attribute will increase.

10 Agility points can be gained by praying to Innos. Another 33 points - brewing elixirs of dexterity. 15 - in scattered elixirs. Another 15 - by preparing a drink from dragon eggs (respectively, 30 points for a mercenary). Finally, 24 are obtained by reading the tablets, and 5 special points will be received by the magician for the Tears of Innos.

mana

First of all, it is necessary, of course, for mages, and, in part, for paladins. The mercenary may not spend training points on it at all - other ways are quite enough.

Without spending training points, mana can be raised to 270-290 points. For magicians - that's it. Although for them there is not much mana.

Black mushrooms are very useful for beginner wizards. After eating 50 mushrooms, you will earn 5 mana. This can be repeated indefinitely, as long as the mushrooms do not end. If you are playing as paladins or mages, then 20 mana will give prayers to Innos. Once in Yarkendar, in the pirate camp, drink the Hammer of Lu drink and get another mana point. Also, when you free the slaves, inform Vatras about it - 3 more mana.

Having set out to raise mana, it makes sense to donate to the priest Daron, who lives in the city. Here, too, however, there are enough nuances. For example, magicians cannot donate in principle, but novices - as much as they like. That is, everything should be done on time. Benefits can be performed no more than 20 times.

The result of retribution also depends on the amount spent. By trial and error, we managed to find the "golden mean": exactly 50 coins. For them you will receive +80 life, +2 mana, 1 training point and 25 experience points.

Merchants sometimes manage to find the book "Divine Power of the Stars". Reading it will permanently grant you +2 mana. The book does not disappear, so it can be immediately sold back. Although the paladin will still need it in the future to complete the task.

There is also a wonderful "beer" merchant in the city. He brews an equally wonderful beer that adds +3 to life and +1 to mana. It can be requested twice by completing two of the three available tasks:

    Return the stolen silver. It lies in a chest in the den of thieves, along with Bosper's bow.

    Steal the debt book from the moneylender Lemar.

    Get Valentino's ring. It will be given by Pablo when you beat the owner of the ring.

Finally, in order to raise mana, it makes sense to prepare 11 spirit elixirs. It will not work anymore, because there are only eleven pieces of "crown grass". In addition to their own drinks, you can find five more, and the magician will find another elixir in his own room in the monastery.

By collecting tablets, you will earn another 42 points. And if you additionally complete the task of Vatras to collect the tablets (these are slightly different; see the walkthrough), you will get another 24. I'm afraid to lie, but it seems that the first use of the essence of the spirit also gives +3 mana. Try.

Weapon Skills

There are relatively few easy ways to increase weapon skills. But even 20-30 percent is not superfluous.

One-handed weapon

To achieve 100% of one-handed blades, it is enough to train only up to 69, and raise the missing points in the following ways:

    In the second chapter, visit the merchant Luthero, who lives in the upper city, and buy a book on military affairs. It costs 5000 coins - a bit much, but necessary. After reading, the skill will increase by 5 percent. That's good - now sell the book back.

    While you are not in the mercenary guild, talk to Wulfgar (trainer in the militia barracks) between 5 and 7 in the morning. He will praise for diligence and raise the skill by 2 percent.

    The remaining 24 percent will add the tablets.

Two-handed weapon

Mercenary and paladin should raise this skill to 70 percent. Don't forget other sources as well.

    20 percent - tablets.

    5 Percent is another book that can also be bought from Luthero for 5,000 coins.

And if you play as a mage, then when you join the guild, while you are a novice, you will receive a task to help the paladin Sergio. It can be found in the room with the statue of Innos. Ask how you can help. He will offer to pray for the dead paladins. By agreeing, you will receive 2 percent in favor of two-handed weapons.

Bow and crossbow

With small arms - quite sparsely. Tablets will give 30 percent for a bow, and 20 for a crossbow. To reach the coveted hundred, raise your skills to 70 and 80 percent, respectively.

path of fire

The development of a mage character is significantly different from a mercenary and a paladin. The wizard's main weapon is spells, and all other skills are secondary. It makes no sense to spend precious points on them. In addition to developing attributes, the mage spends learning points on spellcasting and especially on alchemy. While the character is underdeveloped, it is difficult to play. But then ... Enemies will die from one of your kind.

I would go to the alchemists ...

What is alchemy, what is it for and who will teach it - you can read in the manual for Gothic II, which is on our disk. Here we will only talk about how it can be useful in the difficult task of leveling a character.

There are four drinks that increase attributes: elixir of strength (+3 points), agility (+3 points), life (+20 points) and spirit (+5 mana). For their manufacture, ingredients are required (which ones and where to find them - also read in the manual), the most valuable of which is the crown plant. In total there are 11 such herbs.

That is, it is worth seriously considering what is more important to raise: strength, agility, life or mana. No specific advice can be given here. It all depends on who you want to make the character, and on his belonging to the guild.

In addition to homemade elixirs, similar drinks can be found/selected in the game: 3 elixirs of strength, 5 elixirs of dexterity, 4 elixirs of spirit and 5 elixirs of life.

Try to join the Mages Guild as early as possible. But before that - complete all the tasks that will subsequently become unavailable. In addition, make donations to Daron in a timely manner, because the magician will no longer be able to donate anything.

Up to 100-120 mana points need to be raised only for training points. By the way, the best teacher is Pirokar. Put all found potions and tablets in the far corner. Having reached the specified level, increase the attribute with ... that's what we'll talk about now.

Eat black mushrooms first. Learn alchemy and brew spirit elixirs. Thanks to them (your own preparation and found), increase your mana by 150 points. Demand beer from the innkeeper. Pray to Innos. Hand over the stone tablets to Vatras, report the slaves and use the tablets. Finally, read the book The Divine Power of the Stars.

Then you can increase the mana to 300 points with the Pyrocar, but this is not so important.

On a note: raise mana a little. You also need to properly dress the magician so that she (mana, darling) becomes more. Wear things that will give the desired plus. There are a lot of them in the game, so it makes no sense to list them all (see the article on the CD). Once you're in Yarkendar, collect amulets and priest rings for a 40 point boost.


Let's deal with spells. There are six circles of magic in total, and each has a decent amount of spells. It will not work to create all the runes, no matter how much you would like to. We will have to choose the most effective of them, and deliberately neglect the rest. If you want to indulge in the rest - just collect the scrolls.

Looking through the list of spells and their stats, a reasonable question arises: why waste training points and create new runes when there is a lower level spell that costs the same mana and deals the same damage?

Let's say we take the spell of the first circle " Firebolt". It costs 5 mana and deals 25 damage. And let's see the "Fireball" of the second round - 75 damage and 15 mana. It would seem, what's the difference? First, one fire ball can be used faster than three fire arrows in a row. And secondly, and more importantly, each opponent has some level of magic resistance. Let's say it's 20 percent. If you launch an "arrow", it will deal 5 points of damage. Three arrows, respectively, - 15 points. Whereas a fireball - 55 points. The difference is palpable. So, what is the most effective of all the magical variety? Let's go through all the circles.

    AT first round- "Firebolt". You will have to make this rune in any case, otherwise you simply will not become a magician. You might think of "Cure Light Wounds." But you will find it at the very beginning of the second chapter, so it is better to tighten the belt tighter and hold out.

    In second round absolute leader - "Ice Spear". Only 20 mana points and 100 damage! This rune will help to create water magicians. There is also a "fireball", although the "spear" is clearly preferable. Yes, and it is created much faster.

    Third circle. Here again, water magicians rule the ball - the "Storm" spell is beyond praise. Hits the area, deals great damage. But, true, it "eats" a lot of mana - 100 points at a time, but it's worth it! Also a very nice spell - "Ice Block". Deals damage (not as much as we would like - but still) and freezes the enemy. An immobilized enemy can already be finished off with other magic or a sword.

    AT fourth round there are two useful spells- "Destroy the Undead" and "Lightning Strike". The first is useful when meeting with the undead: the dead are dealt 1000 points of damage. No comment. It is especially useful in the last chapter, where almost all opponents are ghosts and skeletons. The second - deals good damage, spending very little mana: 30 points for the fourth round is not the price. The remaining spells are swept aside from the threshold.

    AT fifth round not much to choose from. You can not create runes at all. The only decent one out of the entire range is "Ice Wave". Acts like an Ice Block, only hits the area.

    When you get to sixth round, eyes begin to diverge, and the jaw tends down. I want everything. But, alas, here you have to choose. From offensive spells, take "Fire Rain" or "Wave of Death". If training points allow, then both are better. Both are striking in area, but they act a little differently. Also try to learn the Army of Darkness. Having called a battalion of skeletons (they hit painfully, quickly and together), you can stand on the sidelines, and then collect trophies. True, a lot of mana is spent, but at the end of the game it makes no sense to save restorative drinks. And so there are enough drinks so as not to save them throughout the game.

This is strange: for some reason, the developers did not provide for restrictions on summoning creatures. Even in the old Baldur's Gate, the possibility of an endless summoning of creatures turned into the fact that difficult battles (including the last one) were won by three dozen goblins.

Well, and, of course, create the rune "Holy Strike". This is a secret spell: to get the rune, you have to open a couple of caches. It works effectively against seekers. Two hits, and the enemy can be written off for scrap.

What else to advise from spells ... Pay attention to the rune of Beliar "Steal energy". It deals damage to the enemy and at the same time pumps energy to the character. The monster gets sick, and you feel good. It turns out both an attacking and healing spell.

As you progress, you will find a couple of runes. Use them as needed, but don't get carried away. You can try other spells. It may be possible to find a really effective combination. But first, practice with the scrolls so as not to waste training points.

Disadvantages of Gothic Part two, Gothic 2: Night of the Raven.

Gothic 2 - Night of the Raven.

It's hard to say anything about one of the best Action/RPGs in the genre. But nevertheless, through hundreds of advantages, very significant shortcomings look at the player, and they not only deserve attention, but require it.
This time, I will not single out major or minor flaws, you yourself will arrange them as you wish. The main thing is to recognize their existence.

The administration reminds that this article in no way cancels the merits of Gothic, it is devoted only to shortcomings in order to show that the game is by no means perfect. But not in any way to diminish the merits themselves.

The first drawback is the atmosphere.

I think many people remember the first visit to the Valley of Mines, when a harsh and gloomy world appears before us, where danger awaits at every turn. A world that you want to explore, despite the fears and fears of meeting someone dangerous, who is able to kill our hero with one blow, without even moving. Making our way along the forest paths, we shuddered at every rustle, and the sky was dotted with lightning of a magical barrier, reminding of its existence at any convenient moment for it.
There was some mystery around every corner and the ancient ruins sent chills down my spine, even the music was dark and harsh. The camps lived in their own way, accustomed to everyday life, dirt and real cruelty reigned everywhere, even a meeting with the guards could end in a beating of the hero, and the vaults of the cave quite really pressed on us with their mass, allowing us to believe that we were deep underground, in the power of the rock ...

Gothic 2 showed us a slightly different picture - behind the harsh existence of the colony, behind the mountains there were fields that were quite nice to look at, as if the barrier did not just separate two lives - hard, hard labor and everyday urban life, but the barrier separated entire epochs. Suddenly, from the harsh Middle Ages, we find ourselves in the later world, where the brave filibusters surf the seas, suffering from the cannons of royal ships. We find ourselves in a world where instead of hard work and cruel dramas, against the backdrop of dirt and epidemics, we see luxurious fields on which sheep graze, and ladies flaunting in elegant dresses along the streets of a quite developed city.
As if from a gloomy world, we plunged into a caramel fairy tale, where even bandits are something external, not related to people, where magicians very much resemble monks, instead of the Christian god worshiping the mysterious Innos, and at their leisure exchanging homemade wine for the money of a brave innkeeper.


Here it is, a typical landscape of a state participating in a bloody war. Flowers, a cozy house and no fires or corpses

From the dark and fairy world the Middle Ages, where magic rules, where our every step is filled with some kind of primitiveness, and the world only warns us with its appearance - do not go there, it is dangerous there. From this world, we got into the provincial fantasy of a large developed kingdom, which is closer in development to the renaissance than to the Middle Ages. And instead of the harsh everyday life of people suffering from a difficult war, we ended up on farmlands, where it would seem that we have not heard anything about the orcs, and the events on the continent seem to everyone to be something distant and do not take off what is happening. Instead of waiting for an impending threat, people smoke hookahs, drink in taverns and make love in a brothel.

Where is the atmosphere that conquered us? Where is the severity and originality of Gothic? Where did all the primitiveness of the surrounding world go? Has it really been replaced by the already mentioned provincial fantasy, partly naive and largely false?
This world does not care about cruelty, as if he had hidden behind his own magical barrier, not even wanting to know what was happening outside of it. And this transition, born by incomprehensible motives of the developers, completely and completely erased the main advantage of the first Gothic - its atmosphere. Leaving us only suspiciously enticing gameplay, which seemed to be specially brought to the ideal to cover the huge hole left by the uprooted atmosphere.

But the seams are still striking. These coarse threads, which were used to darn the wounded flesh of the game, stick out from all the cracks. They are striking at the moment when we return to the Valley of Mines and suddenly see the same lost medieval world. Then the question arises - why is everything so bad there, behind the "passage" in the fields? And here the atmosphere is rushing from all the cracks? Maybe for the reason that it was in the Valley that the most terrible evil hid, which threatens to destroy the entire island? And on the other side of the mountains, people still continue to sit under their barrier and enjoy an illusory life? However, it is not clear why, it seems that the Valley of Mines and the fields of Khorinis were made absolutely different people who had no contact with each other.


Valley of Mines version 2.0

But this seemingly terrible misunderstanding was unexpectedly supplemented by an addon - the Night of the Raven, when something out of the ordinary was suddenly added to the outlandish mishmash of eras. This strange place was Yarkendar, which by no means fit the atmosphere of Gothic, becoming some kind of third-party object, even more isolated from the world than the Valley and Khorinis. A third age has been added to the confusion - the age of the ancient temples of the Maya, the age most suitable for adventurers like Lara Croft and Indiana Jones.


Where is your hat, Dr. Jones?

But this place was in no way combined with the atmosphere of the "real" Gothic, while suddenly becoming the most atmospheric place. But the seams stick out from all the cracks and it is clear that they were not stitched by masters. The player is like a master of time, traveling on his ship between eras, either into the past or into the future. It's just that the picture just doesn't add up. We were given pieces of a mosaic that did not fit together, and the pattern made up of them is surprisingly ridiculous, although pleasing to the eye.

The disadvantage of the second (but not least) is the plot.

Remember the story we were told in Gothic 1? Which was served so elegantly for fifteen hours, managing to surprise, throw up new heroes and constantly turn one hundred and eighty degrees, forcing you to look at it differently?

In Gothic 1, we were an ordinary person, at first unable to stand up for himself, indifferent to everyone around him, in fact, an egoist. The only goal that led the hero forward was the desire to get out from under the barrier. He did not care why he had to get out of here and where he would go - the main thing was the need to do it. And the story was not obvious, it constantly managed to draw the hero into adventures, dragging him through different places and tasks. And only by the middle of the game the idea took shape into something solid, into the ability to get out of the colony with the help of a certain place, and subsequently a certain enemy was formed - not wanting to destroy the world, just wanting to wake up after centuries of sleep. And we did not have a goal to expel this Sleeper, just as he had no desire to kill our hero, just by the will of fate they got in each other's way. The sleeper was on the path to freedom, and thus became a victim.

In Gothic 2, things are different. From the first minutes we are given a seemingly difficult task, because how to kill the dragons who settled in the Valley of Mines? But then surprisingly simple, because by the will of the screenwriter in the very first seconds of the game we get an answer on how to overcome evil.

It does not matter that the plot of Gothic 2 largely contradicts the first part and the hero did not fill up any stones, and ideally he did not lose any strength. At the end of Gothic 1, the hero came to the surface and saw that the barrier had fallen, and at the beginning of Gothic 2, for some reason, he was buried under stones - all this is not important, this is a necessity for the game, a means of weakening.

But the screenwriter made one huge mistake - he revealed all the cards from the very beginning, naming the killer at the very beginning of an excellent detective story. Having opened the ending of a complex psychological film, and no matter what you do, no matter how you close your eyes and plug your ears, you cannot do without this knowledge in Gothic 2, and the further plot is impassable without knowing its ending.

Throughout the game, the writers shuffle the transparent cards, twirling them in front of the eyes of people who, even if these cards are normal, already know what is depicted on them.
And the characters of Gothic 2 give absolutely incredible and unrelated tasks, because even despite the siege of the fortress in the Valley of Mines and the threat of dragons, the leader of the paladins is only concerned about the fate of his miners. And it doesn’t matter to him that the only person who could reach the fortress in a long time may die, figuring out the fate of the prospectors, and orcs and dragons at any moment can simply sweep away a miserable handful of paladins. No, paladin Garond is not interested in reinforcements, he does not care about his own life, he fulfills the king's decree to the end - he protects the ore. Well, isn't it absurd?!


Garond on the throne of Gomez, looking at us with an indifferent look

Screenwriters boast of their ideas, throwing up more and more obvious facts, seasoned with a lack of logic. And sometimes pulling obviously dead characters to the surface. Let's say Raven was one of the first barons that had to be killed, only getting into the Old Camp towards the end of Gothic 1, and he could not be bypassed, he could not be left alive. He, like an angry bull, rushed at the hero and fell, again and again. But here he is unexpectedly alive, as almost the entire population of the old camp is alive. That's just for some reason the merchant Dexter in a strong offense at the hero - the question is: For what? Does he take offense at the hero for the freedom granted to him? And why exactly did Dexter even take that the nameless hero is to blame for everything and is he even alive? However, these are all details, and it is important that Dexter from a miserable ghost becomes almost the head of all the robbers of Khorinis, and draws portraits of the hero from memory, distributing them to everyone around, and when they meet, he is suddenly frightened of reprisals and drives the hero away with the words: And never do not come back!

However, there are plenty of such things, the entire scenario of Gothic 2 consists of them from beginning to end. Here, almost everything is illogical, everything is feigned, as in the same "provincial fantasy". From a gloomy realistic story, Gothic has become a naive fairy tale, the outcome of which is known from the very beginning, and most of the characters are already standing along the road, not even wanting to hide in the bushes to suddenly jump out with the words: Didn't expect?

The third disadvantage is balance and linearity.

Actually, what the developers have done with the game balance is completely incomprehensible. It was honed like a filigree mechanism, trying to bring it to the ideal. But whether the file turned out to be large, or maybe it was simply blunt, it doesn’t matter.

Another thing comes to the fore - everything around is surprisingly complex, monsters seem to be strong, leveling is slow (do you still remember what I'm talking about Night of the Raven?), skills require certain points depending on the chosen profession. But here's what's amazing, armed with the first stick, you can destroy half of the game world. Somehow, having cut the minimum damage from weapons to five points per hit, the developers forgot to slow down the pace of the blows, streamline them, or, on the contrary, increase them. Therefore, by monotonously pounding on the button, you can kill anyone, be it a black troll or another elite orc that jumped out of the bushes.
And the damage is not always calculated clearly. Let's say in Gothic 1 we took a sword, looked at the damage and hit the enemy - damage minus armor and here's the result.

So, you can kill the Black Troll at level zero, having only the first dagger.

In Gothic 2, everything is not so, here we can take at the very beginning of the game best sword and still continue to hit five units. And even having pumped up to ninety-nine sword skills, you still manage to hit five units in five hits out of ten. At the same time, this system is indifferent to our opponents, and they almost always hit with full damage - it's not clear. There are many schemes that calculate damage, but where is the logic already mentioned? Why was it different in Gothic 1, and in subsequent Gothic 3 it was like in Gothic 1, but in Gothic 2 everything is somehow topsy-turvy?!

The unfortunate archers also suffered, now they cannot hit the huge carcass of the troll from three meters, and again they shoot with damage of five units, and the unfortunate magicians are completely at a disadvantage. For almost half of the game, magicians suffer, using weak spells, they always lack mana, they are always forced to sleep or eat all kinds of grass. Approaching the Dragons, the player realizes that he is very weak, and scrolls are used - imagine, for a magician and scrolls! Where the warrior cuts through easily, the magician goes with a creak. However, in the fifth chapter, the situation suddenly turns the other way, the magicians become gods, and the warriors are something in between, even indecent to look at, but by the way, they also remain a killing machine.

The finale of the game gives out such portions of meat that sometimes you wonder if you missed the label and didn’t get into Diablo. The final boss is a terrible dummy, he is weak, uninteresting and dies with two pokes. Not even like their "children". He dies along with the plot, which puffs up to the finale and gives an unexpected twist that does not affect anything, and after that we see a non-existent inscription "to be continued."


Such a note can be found on the ship if you get into the cabin ahead of time.

Speaking of finals and linearity. Do you think guilds have anything to do with it? The problem is still the same as in Gothic 1, we just change armor and may or may not use magic. Yes, we get about five bonus tasks like "collect dragon eggs" or "kill a certain number of orc leaders", but in fact there is no difference. The plot does not change at all, we also kill dragons, and at the end we assemble a team for the ship (by the way, the thing is useless and again illogical, the whole team does not help us at all in the final “meat grinder run” along Irdorat).

Even in the final video, we suddenly see a catch - a different model of the hero, but exactly the same actions and animations, but not without problems here - a non-existent helmet from the armor of dragon hunters, which our localizers love to draw on their disks, was placed in the video.

Bugs and glitches...

In gamer circles, Gothic and the word bug have long been synonymous. And it's not that the early versions of literally any Gothic were not working. The reason lies in the special perversion of the developers, they seem to claim the title of the most original bug in the history of games. What works properly in other games from the very beginning, in Gothic is necessarily implemented somehow differently, in a completely different way, creating heaps of incomprehensible incidents. Gothic 2 was no exception, despite the many patches, and sometimes thanks to them, a host of bugs got into the game's program code, which made holes wherever possible.

In general, working with non-working things, you can accidentally catch completely interesting glitches, they are far from always of a technical nature, and often rather ill-conceived moments and shortcomings. Let's say if you enter into a dialogue with a guard guarding the passage to a wildly forbidden area and at that time press the rebound key to the side (A and D by default), then right during the conversation the hero will run in a semicircle from the guard and bypass any obstacle - it will sweep through the wall , if necessary, and enter the "forbidden area". Although it is possible to make it easier - to expose your weapon and run to meet the guards, while, say, the paladins at the gates of the upper quarter are concerned about the aggressiveness of the hero, he will already be at the top. Then we just remove the sword and voila - we are in the upper quarter.

As some users mentioned in the comments, it is possible to pass through the locked doors with a normal transformation. Tobish, we turned into a wolf, rested our faces against the door, pressed Enter and immediately find ourselves in an inaccessible room.
And if you try to drink permanent potions or read tablets with bonuses while you are being attacked by a monster (best of all, a lizard or a wolf), then the potions will not be spent, and you can drink them (read the tablets) until you get bored.

Although once I met a very exotic bug ... When I was sailing to Irdorath, I saw that on the box to the left of the ship there was an elixir of dexterity, I went up to it and tried to take it. And he does not take! I take it again, and again I don’t take it! Around the eightieth attempt, I decided to look into the inventory and saw that I had eighty of the same elixirs. Moreover, when trying to reboot, the number changed, ranging from 15 to 130.

I already mentioned the possibility of getting into closed areas in advance, I’ll add a couple of things - say, to get into the valley of mines, you can jump from the tower of Xardas to the neighboring rock, and you can bypass the gatekeepers of Khorinis simply by running up the chain of the suspension bridge.


And just like that, you can just get into the monastery, avoiding all sorts of quests and difficult paths invented by fans

I think many have noticed that all waterfalls are covered with a crust of a solid substance that resembles shiny plastic. Maybe someone saw the same feature near the river in the Valley of Mines, flowing from the lake with the sunken tower of Xardas to the former swamp camp.

The same properties at the "edge of the world." Remember, before the release of the Night of the Raven, you could swim in the sea and see a video in which the hero is eaten by sea monsters?

After installing the addon, this video in most cases does not work and you can walk on the water, at the very edge of the designed world, and then go down to the bottom.


From the edge of the world to the right...

Or maybe someone found the corpses of old friends in various caves of Khorinis, or the valley. Or stumbled upon a terrible bug when Lares did not want to lead us to the water magicians, which made the further game impassable ...
However, here you can forget about bugs.

Thank you all for your attention!

The game Gothic 2 continues the story of the first part, which has become a cult, which tells about the adventures of a nameless hero in a harsh fantasy setting. You can read the background of the first game on the page.

The plot of the second "Gothic" begins some time after the fall of the magical barrier over the mine valley. Smelling the smell of freedom, the prisoners fled en masse in the vicinity of Khorinis, and the mining valley was occupied by orcs and dragons, representing a mortal threat to Myrtana, so there are more than enough problems for the valiant hero.

In total, there are three main factions in the game, one of which will need to be chosen during the passage of the main storyline: paladins, mercenaries and Fire Mages. This choice is by no means symbolic, having a huge impact on the position of the player in the world of Gothic.

Guilds of Gothic

Mercenaries

After the fall of the magical barrier, most of the prisoners fled in different directions, someone tried to integrate into the peaceful community of Khorinis, someone went to bandit camps, and someone remained loyal to General Lee. The latter, unable to get out of the island and being considered runaway prisoners, joined the landlord Onar, a prosperous and wayward farmer who was tired of exorbitant royal taxes and decided to put together his own small army from the rabble who left the mine valley.

Need more gold!

By joining the ranks of the mercenaries, you will deal with all opponents with the help of a sword and small arms, and the development of magic will cost you twice as much experience and will not make any sense, since you will not be able to create runes.

The mercenary path is the easiest for a player who is not familiar with the world of Gothic, but be aware that throughout the game you will have to save up large amounts of money, as mercenaries pay for new equipment from their wallets. By following this path, you will gradually grow from an ordinary mercenary into a dragon hunter.

Paladins

A large detachment of paladins led by Lord Hagen arrived in Khorinis quite recently to solve the problem with orcs, dragons and other evil spirits that occupied a strategically important area for Myrtana - the mine valley. From the magical ore mined in this valley, very strong and sharp weapons are forged, vital for Myrtana in the fight against hordes of bloodthirsty orcs, now and then crossing the borders of Myrtana and plundering peaceful settlements. Things are not going well for the paladins here: a detachment sent to the mine valley fell into the orc encirclement and was forced to retreat outside the gates of the Old Camp. Lord Hagen faced a difficult task: if a new detachment was sent to save the paladins in the mine valley, then Khorinis could be attacked by Onar's mercenaries at any time.

Sword and Magic

The paladin guild is the most accessible faction to join. As you progress through the ranks, you will transform from a regular militia into a respected paladin. At first, you will only have ordinary weapons at your disposal, but then, when you become a paladin, runes will also become available.

It is worth noting that, despite the limited range of spells, mainly healing and directed against the fight against the undead, the paladin gets all this stuff for free from chapter to chapter. Thus, you can save the experience gained on the art of wielding a sword or small arms, magic for a paladin is not the main means of combat, but can be a good help in the process of passing. Experience points should not be spent on increasing the amount of mana - it is better to increase it using other methods described in detail on the page.

Fire Mages

The third force, which is considered not only by Khorinis, but by the whole of Myrtana, are the powerful Mages of Fire, who have found solitude in a remote monastery. Possessing great strength and power, magicians, however, rarely intervene in the conflicts of mere mortals, their struggle against the forces of evil takes place on a front invisible to most people. Most people treat magicians with great respect; this halo of glory will be a nice bonus for you during the passage of "Gothic".

path of magic

Playing as a Fire Mage, you will go through a thorny path from an ordinary novice of the monastery, whose duties include sweeping rooms and tending the garden, to a member of the High Council of Fire Mages.

You will use magic and only magic as your only weapon, buying knowledge from chapter to chapter, creating new runes and increasing your magic pool. You can learn more about the path of magic from the article. It should be noted that the initial stage of the game for the magician in the second "Gothic" is considered to be very difficult and beginners are encouraged to join other guilds. However, if you like hardcore, then this choice, on the contrary, will please you.

Thieves Guild

The large port city of Khorinis is a great place for a thieves' guild. Local authorities have been fighting it for a long time, trying to identify its members and bring the organization to its knees, but so far without success.

Your entry into the Thieves Guild will be voluntary and possible if you play for any of the three main factions - Paladins, Fire Mages, Mercenaries. It will not affect the plot twists of the game, but it will allow you to enrich yourself well on thefts and hacks.

Brotherhood "Rings of Water"

With the advent of the "Night of the Raven", the number of members of this influential faction has increased from one (Vatras) to seven, and you have the opportunity to join their secret organization called the Ring of Water, on whose behalf the mages do their business in Khorinis. Entry into the "Ring of Water" will take place during the passage of the storyline and will bring you a number of nice bonuses.

Pirates

This faction owes its appearance to the Night of the Raven. Thanks to the pirates, you will have a new activity in the form of digging up treasures hidden by the captain, and in Yarkendar you can join them.

bandits

Most of the prisoners who escaped from the mining colony huddled together in bandit packs, making walking along the roads of Khorinis more dangerous than ever. The game has a bandit camp that you have to visit during the passage of the main task.

general information

Attributes since the first "Gothic" have remained unchanged: strength, agility, mana. The first should be downloaded by warriors, the second by lovers of archery, and the third by magicians.

The hero's skills also remained almost unchanged. Damage is calculated using a simple formula:

Normal Damage

("Damage Dealt" = "Weapon Damage" + "Strength" - "Enemy Defense" - 1)/10

Critical Damage

"Damage Dealt" = "Weapon Damage" + "Strength" - "Enemy Defense"

Take a close look at the above formulas, and it will become clear to you that you can’t take even a long series of hits with normal damage from a weak weapon of a strong enemy, while critical hits from a stronger weapon can deal with an enemy with just a couple of hits.

Leveling skills and attributes at the initial level requires 1 experience point per 1 point of skill or attribute. When the value of a skill or attribute reaches 30, the price will increase to 2 experience points for 1 unit of the skill or attribute, and so on.

Meaning An experience
10-29 1
30-59 2
60-89 3
90-120 4
120 and above 5

To save experience on leveling up attributes, do not use bottles of permanent increase in skills and attributes before reaching a high level, and also do not forget to take off clothes that increase the characteristics of the hero.

For teachers, increasing attributes and skills is available in two forms: 1 unit of a skill or attribute, or a pack of 5 at once. In order not to spend extra experience points after switching to new level skill or attribute when you go from level 10-29 to level 30-59, for example, you can increase the value of the skill or attribute from 25 to 29 by one, and then immediately by 5. Then you will raise your skill or attribute to 34 at the cost of 10-29. The same applies to transitions between other levels.

Name Levels Description
One-handed weapon Rookie: 10-29
Expert: 30-59
Master: 60-100
Controls the attack speed with one-handed weapons and the chance of critical damage. At skill level 100, critical damage is always dealt.
Two-handed weapon Rookie: 10-29
Expert: 30-59
Master: 60-100
Controls the attack speed with one-handed weapons and the chance of critical damage. At skill level 100, critical damage is always dealt. Damage with two-handed weapons is on average higher than with one-handed weapons, but the blows are slower.
Luke Rookie: 10-29
Expert: 30-59
Master: 60-100
Responsible for the attack speed when shooting from a bow and the chance of critical damage. At skill level 100, critical damage is always dealt. Damage with two-handed weapons is on average higher than with one-handed weapons, but the blows are slower.
Crossbows Rookie: 10-29
Expert: 30-59
Master: 60-100
Responsible for the attack speed when shooting from a bow and the chance of critical damage. At skill level 100, critical damage is always dealt. The damage with a crossbow is on average higher than with a one-handed one, but the strikes are slower.
Alchemy Various types of potions Allows you to brew various potions: restore health and magic, potions of acceleration, increase attributes and skills (they cost 20 experience points, but it's worth it).
Hunting Different Kinds of Ingredients Allows you to remove various ingredients from killed animals and monsters. Ingredients can be used to create armor or sell. However, you can trade them profitably only with Master Bosper, so invest in this skill prudently.
blacksmith craft Various types of swords Allows forging weapons various types. The skill is usually for enrichment, so develop it to the maximum only if you have extra experience.
Rune making Circle 1
Circle 2
Circle 3
Circle 4
Circle 5
Circle 6
The ability to create runes, with the help of which magic spells are read. To make a rune, you need: an empty rune, tongs, a scroll with a spell and an empty scroll. Tied to the circles of magic, which are taught by special teachers. Read more in the article and.
pickpocketing One level Allows you to pick the pockets of ordinary citizens. The success or failure of the operation directly depends on dexterity (there is no chance of success here, you can either rob the character or not).
[Agility]
Very simple: 20
Simple: 40
Risky: 60
Hard: 80
Very hard: 100
Almost impossible: 120
Lockpicking One level Allows you to open locks on chests and doors. A basic skill that is definitely worth learning. Hacking works the same way as in the first "Gothic": the combinations of the lock are always the same, if you choose the wrong direction, the master key may break.
Creeping One level Allows you to remain undetected and inflict critical hits when approaching from behind. The chance of detection is tied to dexterity.

Compared to the first "Gothic", leveling skills with one-handed and two-handed swords has become somewhat more tricky: if you invest only in one-handed weapons, then at some stage part of the experience will be forced to go to the buildup of two-handed weapons. To make the character development process more economical, it is recommended to do the following thing: first upgrade one-handed weapons to 30%, then two-handed weapons to 30%, after that raise both skills to 60% in any order, and then you can develop any one specific skill up to 100%.

Useful Settings

Mandatory file Gothic.ini on the subject of the settings listed in the table, making the game for yourself not so much easier as more enjoyable. The desired line is easy to find using the standard key combination Ctrl+F. Pay special attention to the option UsePotionKeys.

Passage. Chapter 1.

The passage of the second "Gothic" is described taking into account the add-on "Night of the Raven" for the Mage of Fire. There are also differences when playing as a mercenary and a paladin.

You regain consciousness in the tower of the magician Xardas, who quickly brings you up to date: the barrier is destroyed, all the prisoners rushed to freedom, and you were piled with the rubble of the Temple of the Sleeper, and you barely remained unharmed, having lost, however, all your former skills and abilities . The mine valley is now teeming with orcs and dragons, and in order to deal with them, you need a certain amulet of Innos, which is under the strict supervision of the paladins.

Not everyone can put on the Eye of Innos, but Xardas believes that you are the embodiment of ancient prophecies, the messenger of the god Innos himself, and therefore sends you to the port city of Khorinis so that you take the Eye of Innos from the paladins who have recently appeared there.

Before you send your feet to Khorinis, cheat the tower of the black magician properly: all your belongings have forever remained in the first "Gothic", you will not be able to return them, so you will again have to fight on equal terms with annoying flies, wolves, scavengers and other inhabitants of these lands . There is a secret button on the fireplace on the right. Click on it, and a grate will open next to Xardas, behind which lies a chest with useful junk at the beginning of the game.

The black magician Xardas is a key character in the world of Gothic

Move out of the tower of Xardas towards the city along the only path, greeting young wolves and blood flies with your stout club. If you feel that you are not coping with a group of monsters, you can just run ahead - they will fall behind.

Near the lake, go down and deal with the goblin. Take the healing root that grows here and search the skeleton with useful things in the other corner. There is a cave very close - go into it and deal with a couple of goblins and field beetles. The latter are almost defenseless, but it is not so easy to hit them. After leaving the caves, follow the narrow path.

Met in the valley of Leicester will tell you that he saw dragons. With this news, you can go back to Xardas. In addition, Lester will tell you that you can get into the city by telling the guards at the entrance that you are collecting herbs for an alchemist named Constantino. To do this, you will need to collect 10 copies of one type of grass.

In the valley, in addition to many useful items, there are very strong monsters. You can lure them to Lester and, as in the first "Gothic", "walk at his expense", gaining experience.

After that, you can go back to the main road. Not far from the tower of Xardas in a cave you will meet Cavalorn, a former prisoner of the mining colony. He will tell you a little about the situation in the vicinity of Khorinis and that he is a member of the “Ring of Water” brotherhood.

LORD! Once upon a time I was going to write full walkthrough Gothic 2 with Night of the Raven addon, but then I got shot in the knee. Such cases: (But if you already have any questions on the passage, write them in the comments, I will try to answer.



 
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