The mod you are trying to view has ceased development and consequently been archived. If you are a member of this mod, can demonstrate that it is being actively developed and will be able to keep this profile up to date with the latest news, images, videos and downloads, please contact us with all details and we will consider its re-activation.

Gothic 2 - Requiem features a whole new weapon skill system, new forging system, new quests, new characters, new textures, new weapons and armor, improved AI, new & tweaked monsters and much much more!

Post news Report RSS Detailed Mod Changes

Detailed Mod Changes Concerning Attributes, Talents, Items, Magic, AI & Behaviour, Monster and Quests

Posted by on

Full list of changes regarding the game and whatnot.

Attributes:
LP costs of Str,Dex are as follow: 1 point until 60, 2 from 60 to 80, 3 above 80.
Mana is 1 LP from 0 to 80, then 2 LP.
Teachers won't train you up to 100 from Chapter2-3, you will have to search for the right people throughout the chapters.

Talents:
Weapon specializations change to "Fighter" at 30, "Master" at 80. LP costs are:
From 0 to 40: 1 LP
40-60: 2 LP
60-100: 3LP

Sneak: 10 LP
Pickpocket-Picklock: 20 LP
Smith: All costs changed, it's now more difficult to forge items due to their requirements (weapons are indeed more powerful too though). There is also one quest available for those who choose Harad as master in Khorinis. Just go talk to Wulfgar.
Alchemy,Magic Circles have also their costs changed.

Items:
Gold rewarded from purses is halved. It will be more difficult to get thousands of gold.
Economy: Weapons have their costs similar to Gothic1, same goes for armors.
All stone tablets won't tell you what they do, so there's no skill planning.
Armors have now stats that reflect the role played:
Paladins will have more resistance against weapons and magic
Dragon Hunters will have more resistance agaisnt fire but less against magic, and slightly less against weapons compared to the paladins
Mages will have strong magic and fire resistances, but are weak against melee weapons (not much weak, but certainly weaker than the others)
Weapons: Lots of weapons from G1 will make a comeback. For immersion, orc weapons have their names changed and damage values changed to reflect G1 (don't worry, they do more damage than before)

Magic
My favourite topic. Now ALL fire spells will do FIRE damage, NOT magic damage. Enemies caught by fire spells will catch fire and lose hp over time as the flames consume their bodies.
Every animal that has fur is weak against fire, every golem matching an element is immune to that element. Stone golems will be identical to the ones in G1 (meaning that only maces will hurt them)
All NPCS that use magic have their spells changed. Some will throw you a firestorm, others a Ripple of Death (oh yeah, the one from G1 that was renamed Breathofdeath), and so on. Skeleton mages will be far more challenging than before.

NPCs/Monsters
Monster Ai tweaked, you won't be able to perma-lock a monster into their "pain" animation. They will attack relentlessly, but not like G3.
All NPCS have their stats tweaked. Monsters are now really fearsome, same goes for the undead. Zombies won't be interrupted while attacking, making them deadly in packs.
Human NPCS have both stats and weapon skills changed to match "decency". Meaning that a lvl3 Bandit won't have the fight skills at 50, but at 20,30 tops.
Monsters in general now have at least one weakness to exploit.
Increased spawns and additional quests will cover the incresed LP cost of some skills, making every choice count. Like,for realzies.

Quests
I recommend you to talk to anyone. Not giving you anything away, I'll just list some keywords of what I've changed.
Thieves guild
Sarah
Militia
Xardas
Saturas
"unknown convict"
Bosper
Wulfgar
Changed the whole Dragon Hunter armor quest-chain
Jan can now forge a different kind of armor
Raven
Quest Rewards

Post comment Comments
Marsto2
Marsto2 - - 5 comments

hi!
please fix the forge system bug...i cant forge anything...says "not enough resources...even if i have it. after that, one raw blade vanish from my inventory...:/ please fix it. Oh, and the Greg's dig quest...i can dig it up...it starts to dig 3-4x times, and stop..nothing happens..

Reply Good karma Bad karma+2 votes
Guest
Guest - - 690,575 comments

This comment is currently awaiting admin approval, join now to view.

Post a comment

Your comment will be anonymous unless you join the community. Or sign in with your social account: