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Gothic 2 tipps

gothic 2 tipps

Gothic 2 - Die Nacht des Raben Cheats und Tipps: Cheats, Eastereggs, Gags, Bugs, Kurztipps, Charakter-Guide, und 1 weitere Themen. YiYas Tipps zu Gothic II: Die Nacht des Raben. Tipps, Komplettlösung, Daten, Karten, Screenshots. Gothic 2 Cheats und Tipps: Komplettlösung, Cheats, Trainer, Einsteiger-Guide, Charakterentwicklung, Diebesgilde, Geheime Orte und 6 weitere Themen. Mit Gebrauchsgegenständen kann man nichts machen. Dabei solltst du nicht vergessen Lehmar danach mit vergessen zu verzaubern. Man geht ein kurzes Stück den Weg zurück den Berg hinunter und schaut mal links den Berg hinauf. Sign In Create an Account Cancel. Den von Hanna bekommt man wenn man ihr Lehmars Schuldenbuch bringt, oder ihr ihre Karte von Brahim zurückkauft. Waffenfertigkeiten… Aus neugewonnenen Erkenntnissen scheint, dass der Nahkampfskill 1H oder 2H am wichtigsten olimpik donezk für Nahkämpfer. Under this tree is a corpse and some items. You might royal flush wahrscheinlichkeit to do this by night. Check them out to find answers or ask your own to get the exact game help you need. With a gutschein av trickery he bundesliga heute bvb to frame Sarah rad weltmeisterschaft Andre the Euromoon casino 30 running the Militia Barracks will put her in jail and he can alchemy spielen the merchant stall. If you are too weak, you can attack him and run - with halbfinale cl little luck the guard will do the job. It takes a bit of practice but it is a great way to avoid the guards and get in. Heavy Mercenary Armor C3. City of Khorinis - 3. Talk to Rukhar to learn about this little drinking contest he has going he calls Bottoms Up. Jesper keeps the key to it.

When you have reached level Then you can dare going there. Once you have passed the gate, there is a path on the left hand side of the bend.

It leads through a tunnel and up over a stone bridge. At the very end there is a mine leading directly into the valley of mines. Do I have to learn "remove heart" to reload the Eye of Innos?

No, you will get these claws without having this skill. Which one of these skills should I rather learn- the one- hand or the two- hand skill? This is up to you.

So these two skills are quite equal. Should I rather learn the bow- or the crossbow- ability? Just like you wish.

You will find both lying in a chest in the canalization. When you enter from the dock, you have to turn into the left corridor then into a dark room.

Where should I do my apprenticeship in town? And you should better use the mushrooms you could sell to Constantino yourself. You can learn alchemy without being his apprentice anyway.

You will find them on a little island off shore from the city. You can swim there. But you should get the keys for the chests first. There are two individuals keeping one, Cassia and Hanna.

You will get Cassias key only when you knock her out. On the treasure island you will find a cave behind some bushes near a herd of lizards. There is a torch at the wall that you have to pull in order to disable a dangerous thorn trap.

What can I do with the old coins? He will buy them after some negotiation for 2 gold and 10 experience points a piece.

There is a secret switch near the chimney that opens the fence. Is this supposed to be like that? You have to go to Diego to receive the information on this mine.

He is in a little valley on the way back to the castle. There are two dead paladins lying in front of it. What about these wisps?

How can I defeat them? The wisps are regular opponents, who disturb some of your fights. You can kill the with a sword if you hit them.

You will get 60 experience points if you manage to kill them. I am a mercenary and I want to get my pay. But Onar only deducts gold instead of giving me any.

This seems to be a bug which everybody seems to have. You never receive any gold, you only get it deducted.

Who has the keys to the towers of Khorinis? The militia soldiers in the city have got the keys: Peck, Ruga, Rangar, Pablo and Wambo.

You can get the keys by pick pocketing or by knocking them out. The sixth key lies around in the barracks. He will be there loitering around.

I am a mage and I need a blank rune stone. Where do I get these? You can buy them from Gorax. He will have new ones in every chapter.

You can also get them as a reward for quests, e. You can buy them from Lutero later, too. Oric in the castle wants me to kill Hosh Pak. Where do I find him?

Hosh Pak is situated on the hill near the bend in the river. Just go to the right hand side from the orc- ram. After meeting a couple of orcs you will arrive at the hill.

Where do I find Diego in the valley of mines? Diego is located in a cavern which you can reach best by walking into the orc region straight from the main gate.

There are many orcs though. Then you only have to deal with rather easy opponents like wargs, blood flies and snappers. Which is the best ring and the best amulet?

This is surely a matter of taste, but there are a couple of outstanding items. You will find it in a little leather bag in the cave near the pyramids guarded by stone golems.

Another good item is the ring of indomitability which you can get from Lutero as a reward for bringing him a couple of special snapper claws.

The best amulet would be "Divine Aura of Innos". Furthermore there is the amulet of power. You will get is as a paladin for purify the shrines.

It adds 10 to both strength and dexterity. Latest Team Posts What new on the Teams forums. Pokemon News and updates Keep informed and updated Pokemon Giveaway Our pokemon experts can help you.

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Home PC Gothic 2. My cheat code More cheats. Can I cange apertince gothic 2 - after stealing the ship the big gate on the island Joining. No discussions open for Gothic 2 at the moment.

No PC reviews listed yet. General Mercenary Tips - Do not learn forging if you can wait. In chapter 5 you will learn to forge the best weapons in the game for free.

A high strength from early on will make you a combat champion. Fire Mages rely solely on magic spells cast from permanent runes they create of increasing power.

That is not to say a mage will not use weapons, but it will be more expensive for them to train. Mana is the most important attribute of a mage, and it costs the normal amount of learning points to train where it costs double that for mercenaries and un-guilded.

For the purpose of defining mage-only quests, they are named "Mage Quest" in the guide, wether they apply to Novices or Fire Mages. Strength and Dexterity can be trained to 90 in chapters , and to in chapter 6.

Mana can be trained to in chapters Normally, you are going to be concentrating on either of the 3 and would naturally want to get your prime as high as possible.

And last there are of course magic items that will boost these 3 skills even further. First to the max of 90 in chapters Save all your possible strength potions and items until chapter 6.

In chapter 4 and out there is a special orc ring that decrease your strength by So here we are in chapter 6, put on the orc ring, train your strengt from 70 to we had 90 from chapter 1, minus 20 from the ring.

Remove the ring and you have strength. All those drunk, your strength would now be Put on your strength amulet and a couple strength rings So what are you going to do with all that strength?

I still end up having close to strength in the end either way. The issue with Mana is a bit different, as the rule here is that the more you have the better you survive as a Mage.

Hit Points should never be much of a worry to you. That said, take note that you will be most likely to have one major skill you concentrate.

For a strengthy melee fighter, dexterity will a have a nice return when using ranged weapons, and for a paladin a little extra mana never hurt.

From there on it get a little bit more advanced though. Offensive melee skills, One-Handed weapons or Two-Handed weapons act in accordance with eachother and consists of 4 competence levels.

Once you train up to the next level of competence in one of them, the cost increase for training that skill will double.

Not double as in one percent trained costs 2LP, but double in the matter that you are forced to train both melee skills at the same time and will have to spend 1 point on Two-Handed skill and one point in One- Handed skill at the same time.

This is the dependancy rule of offensive skills. Once one offensive skill jumps to a higher competence level, you must either train both at once, or just the other, until both offensive skills are at the same competence level again.

The competence levels for melee skills are: This is just they way things work, so you have to deal with it. This is where the dependancy comes into effect for the first time.

Seeing as you would obviously try to increase the skill for the weapon you are going to use as much as possible, there are some work-arounds and quirks involving the actual competence levels we can use.

From here on you have to pay double cost or bring the other melee skill up to the same competence level.

This way you can actually make the LP spent work directly on the tasks at hand, more easily defeating your enemies and earning more LP. When it comes to ranged weapons, bow and crossbow, the system works exactly the same.

Once you reach the next competence level in one of them, you have to train both at the same time. The competence levels for ranged weapons are: The skill for melee weapons is a "chance to critically hit" percentage, and I see no reason how this could be higher than a critical hit every time.

New functionality have been introduced however, but you have to activate most of it manually. All these settings are adjusted by editing the file gothic.

This section will not touch on in-game settings you can change from within the game, but rather explain some distinct features you might want to enable and that can only be done so by editing the INI file.

There are a couple bugs associated with this, so be sure to read up the buglist too. The blood detail has 3 levels, but defaults to 2. Setting this to 3 will add a continued loss of blood to both you and your enemies, and is besides a nice effect, a good pointer on how hurt you really are.

The same applies for enemies, and should one run away this is a great way to track it down. This setting can also be found in the GAME bracket.

Some might feel this is too easy, but there are so many situations in Gothic where things suddenly go the opposite way of what you had planned, and quaffing a potion to get away instead of loading saves you a lot of trouble.

The potion used is always the strongest one. Also found in the GAME bracket. Orcs and dragons are afoot in the land and you need a special artefact to combat this menace.

Exhaust Xardas conversation tree and lets get going. Realistic level range for completing chapter 1 should be from , although 20 is possible.

There are 6 bookstands in the tower - one by Xardas, five in an upstairs room. You can read each for 25xp, for a xp total.

It contains 5gp, 2 Lockpicks, a Dagger and a scroll of Light. A Heavy Branch found by the fireplace downstairs make a better weapon than the dagger.

A chest downstairs contain a couple Fireball scrolls, a Heal Light Wounds scroll, and some gold. Hidden among the crates and barrels are some more coins too.

The Eye of Innos This quest will span several chapters and is the overlying thing you should pursue. For now, this quest should prompt you to seek out the paladins in the city of Khorinis, wich will take you through the following areas.

Look for the completion and all it involves in C3. Q3, otherwise pay it no heed until chapter 3. Only a hidden lever will open this gate.

Look for a button on the fireplace on the same level - top-right corner on the frontside of the fireplace. Under this tree is a corpse and some items.

The shortbow will be of great use to you at this point, but conserve the arrows. Down to the Valley Xardas mentions a secret passage down to the valley below.

This can be found by walking down to the small pond and waterfall to your left just a short ways after exiting the tower. Besides a few monsters and adjoining cave adobes, the tunnel will take you a bit down and out onto a winding mountain path leading down to the valley floor.

The valley is host to lots of herbs as well as wolves and rats. Lester From the second you set foot in the valley you can see a campfire a little ways off, where an old buddy from Gothic 1 is resting, namely Lester.

Strike up a conversation with him and ask what happened. After his story about the black shadow, be sure to mention that he should go tell Xardas about it.

Lester can be a pain or a benefit either way you see it as he will charge any hostiles closing. Wanted Notes and Bandits Further down the road you will eventually be greeted by a bandit standing guard in front of a staircase built into the mountainside.

Unless you trail around him with good distance, he will initiate talks automatically. You can be brupt and dont fall into his trickery - at wich point he will attack you.

This is if you dont follow him into the small cave to see his boss where you will be attacked anyway. It seems someone is looking for your head on a platter and has passed around mugshots of you and a promise of rewards.

Tell him you come from the Mountains, and ask whom is looking for you. If you then mention you come from the convict colony gothic 1 things will change.

Seems this bandit is also from the colony and think the old fellows should stick together. From that point he will no longer attack you and you can gather a bit of information.

Have him hand you the mugshot, then ask about who is behind it not his boss inside the caves. For 10 gold he will reveal the name of this person. And they will if you go inside, so take it easy and lets deal with this a little later.

You now have the quest "Wanted Notes and Bandits" in your Questlog. P6 and talk to him for the first time. He will also strike up a conversation with you when you close in.

Inside the cave are Brago and another bandit. The bandit also has a message offering coinage for your head from this Dexter person you was told about from the bandit outside.

Brago carries a key to the chest here. If you already dealt with the bandits the quest will complete as you speak to Maleth for the first time, and he will give you the same reward.

The city guards are wary of convicts and thugs from the mountains and wont just let anyone in. There are several ways to complete this quest.

Another way is to talk to Canthar by the crossroads and accept his free gate pass in return for a favour later see C1. The last option is to bribe your way in at the cost of gold.

S2 Another way in. Another Way In Besides the three obvious options to get into the city of Khorinis, there is also another more lucrative option here - namely to get into the city without using the gates.

Not only will this net you a handsome sum of xp for your efforts, but can also be done without upsetting the other quests. First find your way up to the Statue of Innos again where you first met Maleth.

On the other side of the road, you can make out the dense forrest on a lower level than the road, but it looks to be a higher drop than you can survive.

Make your way to the point where the ledge starts and you can see the steep mountainside continue further. It takes a few tries to get right, but keep at it and you should find yourself on the forrest floor below the ledge soon enough.

Once down, you are in the close vicinity of a band of Black Goblins - probably way too tough to take on by this point, so lets try to leg it past them.

Run as fast as you can along the cliffside and you should loose the goblins when you see this part of the forrest makes way to a greengrass strip and a small mountain alley.

You can probably aslo see the top of a mast on a big ship anchored on the other side. At the very bend in this new alley, walk up the corner and there should be a sloope there that you can jump up on and not slide down again.

Run along the steep cliff - almost like a razors edge - all the way over to the bandit cave see C1. From here the grassy strip on top of the cliff ends, and you should see some makeshift tents to your left down on the beach.

He will utter a suprised remark, asking how you got into the city, and if you actually swam in. Thanks to Darf who first clued me in to this fact.

As you walk along the wall a bit, there is a low spot that can be reached and climbed over, not that far from the city gate; but this is important, you must jump standing back a little bit, or you will be bounced back and not make it.

It takes a bit of practice but it is a great way to avoid the guards and get in. Eventually you will come down near where the thieves guild is and you can also jump onto the wall of the harbor district and jump down.

He also have some farmers clothes that would work well with getting into the city. The price for the clothes a slight armor boost starts at 70 gold when you first talk to Lobart, but by working his for a little while, you can bring the price down.

The clothes can also be stolen to achieve your more pressing goal, but if you talk to Lobart again he will demand them back or you will get into a fight with the whole farm if you dont give them back.

The clothes start at 70 gold, but can be brought down to 30 gold if you complete all the quests around here. Harvest the Turnip Field - Clothes for 60 gold.

A Pan for Hilda - Clothes for 50 gold. For a Bottle of Wine - Clothes for 40 gold. Once you have a price you can pay, Lobart will take your coin and tell you to get the clothes from a chest in his house the side room with 2 beds and that will complete this quest.

Right next to him is a fenced in small field with Turnips growing in it. There seems to be a bug here though, since when you take the gold he still knocks off 10 gold on the clothes in addition since you helped him out.

Once done he tells you to bring the Turnips to his wife in the main building. Bring the Turnips to Hilda Hilda can be found in the house.

With the turnips she can cook up some stew for you, wich is a very good food alternative to healing potions heals 20, very cheap.

If you spend some days at the farm, Hilda can cook you up some stew once per day. A Pan for Hilda Hilda mentions she just saw a farmer pull up to the crossroads a bit down from the farm and asks if you can go see if he has a pan for her.

You can ask for 20 gold to pay for the pan now, or recieve it when you bring the pan back. Canthar the merchant can be found a short bit down the main road from the farm - just follow the road from where Lobart stands.

Talking to Canthar for the first time will also trigger a follow up to the quest of getting into Khorinis see C1. In one of them are 2 farmers and a person called Vino.

Talk to him and ask if they need any help. Give him the bottle you bought, or if you found a bottle somewhere else and he will tell Lobart you were a real help.

This area is host to several tough creatures that are sure to kill you at this point. However, if you complete the sidequest C1.

P4 Hunting with Bartok, you should have a clear way to explore this area further. To the very back of this forrest there is a Black Goblin camp with a chest, and also another path leading closer to the ocean where a group of bandits have their camp in a cave.

At the small goblin camp you passed before coming upon the bandits, you might have noticed something moving on ledges below?

This is sort of the opposite side of the valley, and not accessible going down into it, but actually from where you first spotted it at the goblin camp.

Behind the trees here is a not so steep slope you can drop down to and continue along this side of the valley.

There is no way down to the valley floor from here, but there are some foes to beat and some herbs to be found if you want it all.

Reason this was mentioned last though, is that the creatures here are a tad tougher that what you can reasonably expect to beat while doing this section, so I reccommend coming back here later.

There are some ledges leading down here in several steps, but be careful not to fall. One advantage is that most of these can be pelted with arrows from the safety of a higher ledge.

Thing is, only those employed by the paladins, or respected citizens of the town are allowed into the Upper Quarters of the city, naturally where the leader Lord Hagen is also located.

At this point most everyone will have a neutral stance towards you so just walk around and talk to people. The overlying goal for now though is to get into the upper quarters.

The city will also be a place where you spend a considerable time in chapter one, so take your time and get it right. Getting into the Upper Quarters Although what you will be doing for the next hours is working towards this goal to see the leader of the Paladins, Lord Hagen, a lot of quests lead up to completing this quest.

You could literary spend days of gameplay just exploring before doing this part so dont worry about it immediately. There are several ways to get into the upper quarter though.

The first and most obvious one is to become a respected citizen of Khorinis. This can be done by getting work with one of three Master Merchants, involving quite a few quests in itself.

Once an apprentice for either one, you automatically gain acess to the upper quarters. A second way is to become a member of the Militia, one of the three guild factions in the game.

Normally you have to be a citizen of Khorinis to be considered for Militia work, but there are some shortcuts here. Once a Militia member, you automatically gain entrance to the upper quarters, as well as acess to Lord Hagen.

Hooking up with the Mercenaries, the second Guild faction in the game, will also get you into the upper quarters and access to see Lord Hagen.

See the Mercenary related quests for more info. And last, becoming a Fire Mage, the third and last Guild, will also get you access to the upper quarters and Lord Hagen.

However, with all the options present, you can still go about your business for now and wait until later until choosing a guild to join as this is a permanent choice.

Once guilded there is no way out. And besides, you still want to experience the part of the game that gets you access without any guild affiliation as it involves a lot of quests.

Apprentice in Khorinis Talking to almost any of the first characters you meet inside the city will clue you into this path and quest.

Since only citizens get into the upper quarters, your goal now should be to become a citizen. For one of the master merchants to accept you as an apprentice, the majority of the other merchants must agree to it.

With Master Merchant, it means the top dogs in the city - the ones with a proffesion that produce things for the city, not mere merchants peddling goods.

There are plenty of merchants in the city but most of them basically just sell the stuff the master merchants produce. Of the 5 merchants, you will only be able to start an apprenticeship with 3 of them.

Wich one that will be is entire up to you. How the apprenticeships work: There are no repercussions though. But here Bosper will pay full price for all skins you bring him.

It would be a drag to spend the LP on skinning and not reaping the benefits of full price skins in my opinion.

Without this skill you cannot learn more about forging and how to make the really nice weapons later on. Another trainer can also teach you this however, and that is Bennet in the Mercenary camp.

Harod will also train your Strength up to a max of 50 if you sign on with him. The Self-Made Sword is really nice though, but better ones can be found and you can even find readymade Self-Made Swords without making them yourself.

The advantage here is that you can get a nice one hander early on, and also that Harad buys these swords from you at full price - gold per sword.

And that is really what your task is with Harod, to make swords. You have to buy or find Steel, then process the steel into these swords and sell to Harod.

Constantino will teach you how to make potions with Alchemy. Each and every potion in the game will cost 5LP to learn.

The advantage here is that he will buy your ingredients for full value, wich will turn out to be quite some coin after a while. Another problem would be that Constantinos inventory updates on chapter changes and you could stand to loose a lot of what you sold him.

Of the three apprenticeships, I consider Bosper the most useful, Harad a good second if you intend to forge weapons, and Constantino the least useful.

The entrance is around the corner, where you will find Gritta. Talk to Gritta and learn of her oh so miserable fate.

Additionally, gold although scarce at the beginning will be in abundance. With that you can offer to pay off Grittas debt to Matteo.

Head back to Matteo and give him the gold. You now have Master Matteo on your side and he will agree with any apprenticeship you seek.

This also nets you another xp. This will also make Thorben more favourable against you. When you deny it, you get the option to ask Pablo where the bandits came from that they took "your wanted poster" off, but wait with doing this until after Q8.

Furs for Bosper Bosper is the citys bowyer - making bows, crossbows, arrows and bolts - as well as dealing in furs. He owns and runs the "Deadly Arrow" just opposite of Matteo.

Bosper is really interested in taking you on as an apprentice, but not as a bowyer but rather a hunter.

To be considered for apprenticeship with Bosper you need to fullfill his quest, wich is gathering 6 wolfskins. This is also required if you want Bospers approval with any of the other masters.

You cannot do this quest without learning the first Hunter skill called Skinning, wich costs 5LP to learn.

When you agree to do the get the furs and say "Teach me how to skin! Many think this skill is learnt for free, and then later wonder why they have only 5 or 15 LP left.

That said, Skinning is a really valuable skill wether you want to sign up with Bosper or not and will bring you in a lot of gold during the game.

Have a look at Appendix A1. A word of advice though. When breaking down the advantages and disadvantages of all 3 possible apprenticeships, it really just boils down to wich is more lucrative for you, ie just about how much gold you can make out of it - that is, besides becoming a citizen wich all 3 will do for you.

Bosper is the one the one who will pay out the most gold in the long run, and Harod is the one paying out the most early on. Anyway, accepting this quest it will go into your Questlog wether you do it or not involves hunting down 6 Wolves or Young Wolves and deliver their skins to Bosper you can even steal some skins if you can find them , for wich he will pay you 60 gold full price.

To this wether you plan on signing on or not, with all the masters as it will net xp for gaining their approval. Blessing of the Gods Back to Master Thorben, the carpenter, we want his blessing to take up work as an apprentice too.

When asked about your own faith, it doesnt really matter what you answer - the end result is either way that you need to get the blessings of two persons.

The first is Vatras the water mage, and the second from a priest of Innos Fire Mage. First one is straightforward. Vatras can be found a little ways off through the underpass into the merchants square and temple, preaching to a crowd of onlookers.

Talk to him and say you want his blessing. Next is a priest of Innos. The quickest here is a fellow called Daron by the East Gate, a shady character who will surerly become a TV-Preacher scam in a future life.

If you have 50 gold, he will take that as a donation and then give you his blessing. Alternately you have to ask him how much the going rate of donations are, and come back later when you have the dough.

If anything, it seems like a lot of trouble to go through just to save 50 gold. If you know otherwise, please share.

With both Vatras and Darons blessings in order, return to Thorben and ask for his approval. Note that completing the Matteo and Gritta quest by paying her debts now pays off a little when talking to Thorben, as you see he can teach you the skill of lockpicking he only does that to honest folks.

In addition he can sell you some lockpicks. Consult the Skills appendix for more info on LockPicking. To Harad, that means only one thing - that you can fell an Orc.

Harad can also take you on as an apprentice like Bosper, but for that and his approval to any of the other masters, you still need to fulfill his quest.

He wants you to get a hold of an Orc weapon to prove you have killed an Orc, and nothing else will do. However, taking down an orc at that level is nigh impossible.

Examining his words though, it says nothing about actually killing an Orc, we just have to deliver him an orc weapon and have him believe we killed one.

That we can do fairly easy. Either way works, one quicker and simpler than the other. To find an orc weapon lying around, you need to exit the East Gate, trail north into a clearing beside the city wall, and find a cave there.

If you care to wait a little bit with this, you can also finnish C1. P3 Hunting with Bartok, and you just might get yourself an orc weapon from a real kill.

Another easy way would be to take the trip with Lares C1. The last, Master Constantino the Alchemist, doesnt really care either way and will give you his approval just like that so you have all five - you still need to talk to him though.

However, read on to "Constantinos Herbs". Constantino is an old grumpy geezer, but also the third master you can actually sign up with as an apprentice for.

Push him about the matter and ask what it would take to become his apprentice and he will give you a list of herbs to gather.

This list is hefty, so be warned. Another issue with this is that if you do complete the list, Constantino will take the herbs from you. Getting the rare herbs back involves dishing out the well over thousand gold it costs to buy them back from him - you cannot knock him out for this.

The quest as such is nice to complete either way though, as Constantino will later teach you about Alchemy See Appendix Alchemy and Skills.

If you want to become Constantinos apprentice, you need to complete this quest. So if you at this point want to complete the Apprentice in Khorinis quest and sign on with either Harod or Bosper, you can.

Just be sure to get the quest about the herbs first as you can always complete this later. In front of him are some carpets and water pipes and citizens gather here in the evening to relax with a good smoke.

Abuyin also deals in phrophecies and for a fee, will read your future. This is chapter reliant, in that you will get one prophecy in chapter 1, a new one in chapter 2 and so on.

In addition, Abuyin deals in tobacco for his water pipes - a special blend of Apple Tobacco. Ask him about this and you will learn how to mix tobacco at an Alchemist Table not a skill and does not cost LP , and get two portions of apple tobacco for free.

To actually mix the tobacco, you do however need to learn Alchemy, even though learning to mix tobacco doesnt cost anything. Once learnt you can mix 3 different types of tobacco using the apple tobacco as a base.

This expends one Lab Water Flask per mix. You cannot use these types or the original apple tobacco for anything sensible other than this little sidequest, atleast to my knowledge, so getting 3 bags of apple tobacco should be enough.

What you do with the 3 types of new tobacco however is find 3 people around the world you can sample them on to see if you have a great business idea on your hands.

Say goodbye to running around the bloody woods with a sword and hello to your own tobacco industry. With a little trickery he hopes to frame Sarah so Andre the Paladin running the Militia Barracks will put her in jail and he can get the merchant stall.

There are more outcomes to this than meets the eye at first. You can do what Canthar asks, by taking his forged letter framing Sarah and just giving it to her in a tradewindow, then go tell Andre what Canthar tells you to say - namely that Sarah is selling weapons to the landlord Onar whom the paladins and militia is fighting against.

Do this by telling him you want to collect a bounty on a criminal and saying Sarah is selling weapons to Onar. This will be enough to put Sarah in jail, and when you go back down again Canthar has taken the stall.

Quest complete it seems. However, this quest has a quite moral overtone to it. Canthar is a though bastard and if you do get him behind bars he will exact revenge upon you later in the game.

He will be released from prison sooner or later I think automatic in chapter 2, but happened for me already in chapter 1 due to a trigger explained below.

When he does, Sarah is gone for good and he occupies her stall. So there you go, a choice to make. If you are strapped for coin, the gold fee later on is a tough one - not that the merchants in question have much in the way of value to offer you.

Zuris do sell apple tobacco and potions that are of use later though Personally, I chose to go with Sarah and pay the gold later. Due to my sticky fingers and generally questonable morale, I had more gold than I could carry anyway, so the extra xp and sword from Sarah was worth more to me than the gold I chipped out.

This will make Pablo report the fact that you are indeed wanted, and from the mining colony, and Canthar will overhear this from his cell.

Head up to Andre to discuss the matter - doing this has no effect on your standing in the city, or your chances to join the city guard even though Andre says you should clear it up first - what it does is release Canthar from jail as the word of a former convict is suddenly void.

Personally, I like to get this matter out of the way in chapter 1 and be done with it. Otherwise it will happen automatically in chapter 2.

You can visit him in jail and kill him. If you are too weak, you can attack him and run - with a little luck the guard will do the job. Just make sure he is finished and you wont see him again.

Talk to Jora by the stand closest to the gate, and you will learn someone stole his purse only a short while ago in full daylight.

Offer to get the gold back for him and he will tell you all about it. Give chase and catch up to him down on a plateu on the far side of the barracks.

You see there is a Thieves Guild in the city of Khorinis should be obvious with all the thefts around, no?

You can threaten him and get the 50 gold back for Jora, but if you want the thieves favour you have to let him off the hook and tell him to get lost, ie, not reporting him to Andre.

This will also fail the quest A Brazen Thief, but put you in a better position with the Thieves Guild. Wether you complete A Brazen Thief in favour of the Thieves or the Militia, you can get the gold back from Rengaru by simply asking for it.

Return to Jora and tell him Rengaru either got away or was caught, then give him his 50 gold back for completion of this quest. Asking about the paladins, how business is going and generally imploring will soon let you know Hakon was held up by bandits just outside the city.

The militia has tried to track the bandits down without luck, lead by one of the militia men called Pablo. Talk to Pablo for a bit more information.

Offer to take care of it and Hakon will offer gold if you can do so. This can be a bit hard though, as it involves 3 bandits that are stronger than the first ones you met.

Level maybe, some healing potions and a nice weapon should do. After a little while, leave the road to your left and you should spot a cave opening.

Saving is a good thing in any case when fighting the bandits or if you follow the road too far. Inside the cave are 3 bandits, two regular grunts with only branches, but also one tougher with armor and an axe and bow.

Once all three are dead you have practically completed this quest, but there is more to it. Search their cave carefully and pay attention to a special fish found in a chest in the inner chamber.

Inside is a stinking note you should read. Aha, a link to the fence the bandits have in the city. First, this is just a pointer on completing the quest Herbs for Constantino as Zuris will tell you where Constantino goes to collect his herbs.

This little conversation will trigger two rare herbs. The Sorrel can be found a little bit off the stone circle actually, on the lower ledge behind it.

Look around the generic mushrooms growing there by the edge and you should find it. The second rare herb appearing is a Dragon Root just outside the East Gate.

Walk over the bridge and turn left immediately following the dried out riverbed. The Dragon Root should have appeared by some bushes just where the riverbed ends.

A Dead Militia Man In the Bandit Raids quest, you probably heard how the Militia tried to hunt down the bandits but were unsuccsessful.

Atleast one of the militia men died in the encounter and he has some interest belongings no one will claim. His dead body can be found just outside the East Gate.

Standing on the top here you can see an even taller ledge that it looks like you can jump up and grab. Do so and discover the corpse of the militia man half-hidden under a tree.

All the way to the back here, close to Carl the smith, there is a house where Ignaz the slightly mad Alchemist lives.

When you first meet him he will have an interesting quest for you. Ignaz has just developed a new spell and put it on a scroll he wants you to test out.

This quest is morally a little on the side, but works as nice introduction to the wonders of Oblivion - a handy tool for robbing people blind should that be in your interest.

Oblivion will make a person forget any evil deeds they have either witnessed or been the victim of. Wether robbed or attacked, or any crime basically.

In Khorinis, attacking anyone unprovoked will cause a stir, making everyone witnessing the action hostile to you ie, not talking to you and the the person attacked feel the same way after being knocked out.

If there were any witnesses, all of them will chip in on the report causing the fine to raise considerably for each and every witness.

However, the way this works is that you wont be fined before actually going to andre to resolve the matter - the final fine will then be calculated based on how many persons are angry with you at the moment.

Oblivion can be cast on such an angry person and they will forget what happened. This even works on people you have knocked down in a fight you started.

It will NOT work on persons in combat-mode though, so stealing from someone and have them notice you, they will attack - casting oblivion then will waste the spell.

You have to knock down anyone fighting you, then cast oblivion on them when they are down or after they have gotten up.

People can attack you when first angry, but wont continue to attack you when you have defeated them, but rather walk away and sulk never talking to you again before you have paid your fine or made them forget it happened.

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Menu Store New releases. Sign in Create account Sign in. The search term must be at least 3 characters long. ThomasD ThomasD Sorry, data for given user is currently unavailable.

Please, try again later. View profile View wishlist Start conversation Invite to friends Invite to friends Accept invitation Accept invitation Pending invitation Posted July 23, If you want to play ranged then dont use crossbows!

The reason is that you need strength to get better crossbows, while dextery is adding you more damage to them. This means you would need to skill both attributes and will be a very long time weak because of this.

While on the other hand bows need dextery to be used and dextery also gains you more damage with them, so you will need less skill points to get powerful.

The most important to know is that you will need to also increase the corresponding weapon skill. For melee weapons the percentage describes how big your chance is to do a critical hit strength and weapon damage does count , because normal hits do much less damage only strength or weapon damage counts, not sure which one it was.

For distance weapons like bows and crossbows it describes for example how likely you will hit at which distance as far as I know.

This means you have to increase this skills, even higher than the other skills and attributes at the beginning to be able to do at least any damage.

Posted April 02, Alright, finished the game recently myself so got a wealth of information compared to when I entered! Not going to go into too much detail, I think part of the fun of games like these is figuring a lot of stuff out.

But some stuff is really important to know to be able to function without rage-quitting. Test EACH enemy type. Every enemy type except humans only deals an exact amount of damage, and sufficient armor can reduce this damage to 5!

If you know how hard an enemy type can hit, you also know how threatening it is to you. But first of all you need to enable the marvin mode after this stand in front of a person or animal just press "o" without coutes from keyboard and now you are controling that person or animal etc.

You check there experience level, Abbilities or inventory etc aslo you save there items into an empty or any chest box after saving take the control back to your own player and Just pick that items that from that chest Like you want a weapon from Sarah a weapon merchent in kohinris at the east gate Just take it control and save her weapon in a chest and go back and tranfeer back control to your own player and just open that chest where you store weapon and grab it to your own inventory.

Effect Code Heal player - cheat full Enable god mode - cheat god Disable god mode - cheat god od Change ability1. RM Look on the land map of Khorinis.

You will see two small islands to the west of Khorinis. Transform into a Snapper or just jump into the water and swim to the southwest. You can go ashore on the other side.

When ashore, kill the lizards guarding the cave up ahead. It is probably covered by weeds. Walk into the bushes until you see a torch burning.

Enter the cave and walk up to find a silver candlestick. When entering into the hall you will see the original Gothic spike-trap.

You can easily evade it with acrobatics or enable the cheat god code and walk through it. After you have gone through the trap, you will find some golden and silver candlesticks, two locked chests to pick, and two open chests with about gold in total.

This island appears to belong to the pirates who got their spoils from old Jack of the lighthouse, whose ship was probably transporting these valuable items.

His ship sank on the west side of the northern island. You can swim there to see it. You will recognize it by the mast that reaches out of the water, but you cannot enter it.

Pan view Enable cheat mode, then press [Home]. The camera will pan around the local environment and focus on different characters. Armor Use one of the following values with the insert code to spawn the indicated armor: Protection against Weapons AP: Protection against Arrows FP: Protection against Fire MP: Q5 The Forged Mineshares - Added additional info on the differences on completing a lot of quests in chapter 3 as a mercenary - Added C3.

Chapter 3 touches on nearly all areas in the new world and has a total of 35 new entries so far. The list is a work in progress. The appendix sequence is a bit chaotic at the moment and will probably change in the future.

P4 with more info on the ring of invincibility - Added A7. P6 Back to the Valley - Expanded on the info in C1.

Q1 - Expanded on the info in C1. Q14 - Expanded on the info in C1. S4 - Added some info to C1. First additions here are a quick overview on the three different guilds.

Hope it was enough to begin with. Look for them in the next version. Instead everything is divided first into chapters and then into general areas like cities, stretches, outposts etc.

For each chapter and area there are specific quests as given to your Questlog L , and also sidequests and points of interest. Quests are specific entries that show up named in your Questlog and are marked "Q" in the index.

The sidequests still give experience though. Sidequests are branded "S" in the index. Points of interest are neither quests nor give you any direct experience, but may still give you a challenge and some good items - examples would be a hidden cave, a hidden corpse, a cache of coins, a tip or trick, or a weapon off the beaten track etc.

Points of Interest are marked "P" in the index, but not everything is listed unless there is something of special importance. The quests in your questlog L are placed in the chapter and area where you recieve them, but contain notes if you cannot finnish the quest within the same chapter you recieved it.

Some quests may also be a lot harder than others, but theoretically possible to finnish within a certain chapter.

In those cases the quest belongs to the chapter it was first obtainable. Most quests and sidequests also spans over several areas and even chapters, so the way they are listed here is simply what I found to be a convenient way of doing them without touching on too many areas at once.

As an example, the city quests often touch on the various guilds, going in and out of an area and often branching off into multiple quest trees before completion.

In these cases I try to finnish up and list all "stand alone" quests you can get and complete, without them neccecarily happen strictly in a step by step manner ie, walk left take this quest, walk further left and do this quest.

The whole idea still is that you explore the game world and pick up quests as you see fit, then come back and crosscheck them here by looking for their names as they show in your questlog.

Quests are also divided by guild alignment since many quests are only obtainable when you belong to a certain guild. These quests are most often listed at the end of the chapter or area questlist.

Everything is then further outlined in the descriptions, like wether the thing is a quest, sidequest, or point of interest. Last, not everything is actually outlined in the guide like a step to step guide - that would simply just ruin your gaming experience and be a guide that took a year to write.

Most of all, have fun with your own experience and use this guide as you see fit. Also a couple errors in the statistics. Slayer - for additional bows, pointing out some spelling errors and a tip concerning C1.

As a whole the structure of the guide is split into info I , for items of interest you might want to get an understanding for beginning play, like game mechanics, the factions and so on.

Next comes the chapter guide C with listed quests, sidequests and points of interest. Q1 The Eye of Innos C1. P1 The Chest behind the Porticullis C1.

P2 A hidden corpse C1. P3 Down to the valley C1. Q2 Wanted Notes and Bandits C1. S2 Another Way In C1. Q6 Harvest the Turnip Field C1.

Q7 Bring the Turnips to Hilda C1. Q8 A Pan for Hilda C1. Q9 For a Bottle of Wine C1. P5 A Useful Herb C1. P6 More Bandits C1. P7 Back to the Valley C1.

Q1 Getting into the Upper Quarters C1. Q2 Apprentice in Khorinis C1. Q4 Furs for Bosper C1. Q5 Blessing of the Gods C1. Q6 A Great Challenge C1.

Q7 Herbs for Constantino C1. Q9 A Brazen Thief C1. Q11 Bandit Raids C1. Q12 The Experiment C1. Q13 Mad Fellan C1. Q14 Information for Garvell C1. P4 Hunting with Bartok C1.

Q15 The False Messenger C1. S5 The Fishmonger C1. S6 Entrance to the Thieves Guild C1. P6 The Sewer Stash C1. P7 The Island Stash C1.

P9 Thieves Secret Headshake C1. P10 A Thief in the Night C1. P11 Ripping off Lehmar C1. Q19 The Blood Chalices C1. P13 Robbing the Upper Quarter C1.

Q21 Member of the City Guard C1. A Package Full of Weed C1. The Weed Deal C1. S1 Two Brothers C1. Q1 A Farmer in Need C1.

Q2 Bottoms Up C1. P3 Goblin Mayhem C1. Q1 The Hungry Hunter C1. Q2 Four Wolves for Pepe C1. Q4 A Good Fighter C1. Q7 For a Fistful of Herb C1. Q8 The Package of Weed C1.

Q10 Member of the Mercenaries C1. Q11 Drive Away the Militia C1. Q12 Collect the Rent C1. P5 A Golden Plate C1. Q14 The Lazy Farmer C1.

Q15 The Forbidden Pasture C1. Q16 The Sun Aloe C1. Q17 The Snorting Creature C1. Q18 Black Hide C1. An Offer of Peace C1. P1 An Inaccessible Riverbed?

P2 The Magic Golem C1. P3 The Temple Ruins C1. P4 A Tomb and Steingolems C1. P5 A Hidden Path C1. S1 The Black Troll C1. P6 The Dragonslicer C1.

Q1 Getting into the Monastery C1. P1 Sneaking Into the Monastery C1. Serving the Community C1. Opolos and the Recipe C1.

Opolos and the Library C1. The Chamber of the Novices C1. Figth Training for Babo C1. Babo and the Garden C1. Prayer for the Paladins C1.

The Mutton Sausages C1. The Wine Delivery C1. The Lost Recipe C1. A Short Trip to the City C1. The Test of Fire C1. A Little Help from Dyrian C1. The Living Rock C1.

The Path of Believers C1. Create a Rune C1. P1 A Strange Amulet C2. P1 A Good Read C2. Q3 The Message C2. S1 A Second Prophecy C2.

Q4 A Sextant C2. Medium Mercenary Armor C2. P1 An Alternate Route C2. P2 An Orc Camp C2. Valley of the Mines Pass C2. Q1 Bad News C2.

P4 An Underwater Cave C2. P6 A Nest of Dragonsnappers C2. P7 The Waterfall C2. Q2 Help for Marcos C2. P8 An Amulet of Strength C2.

P9 A Cliffside Cave C2. P10 A Lone Sorrel C2. Q3 Snapper Hunt C2. Q5 Bilgots Curse C2. P16 A Bold Hunter C2.

P18 Ancient Demon Tower C2. P19 A Ring of Dexterity C2. P1 Getting into the Castle C2. P2 Castle Transport Rune C2. Q2 Gold for Brutus C2.

Q3 Rescue Gorn C2. Heavy Militia Armor C2. Q4 Diggers and Ore C2. S1 Report From the Mines C3. S2 Report of the Dragons C3. Q1 Healing for Hilda C3.

S1 Comfort Gritta C3. S2 A Third Prophecy C3. Joining the Order C3. A Magic Blade C3. Access to the Ship C3. Q2 Sheep Thieves C3.

P1 Tavern Teleport Rune C3. Q1 Alone and Helpless C3. Q2 The Banished Farmer C3. S1 Gorn Made It C3. Q4 Bennet is in Jail C3. Heavy Mercenary Armor C3.

Q5 The Crawler Armor C3. P7 Another Pot of Stew C3. P8 A Graveyard Sorrel C3. Shadowbeast Horns for Buster C3. S1 Information for Opolos C3. The Power of the Stars C3.

P1 The Treasury C3. The Desecrated Shrines C3. Consecration of the Sword C3. The Forged Mineshares C3.

P1 Lizardmen in Khorinis! S1 A Fourth Prophecy C4. Hordes of Orc Elite Warriors C4. P1 Two-Handed Combat C4.

S1 Lee and the Dragon Eggs C4. Bennet and the Dragon Eggs C4. P1 An Orc Warlord C4. S1 Jorgen a Novice? P1 First Dragonhunter Encounter C4.

P3 Demontower Revisited C4. S1 Engrom is Lost? Q2 I Gotta get out of Here! P4 Hunting Dragons C4. P5 Recharging the Eye of Innos C4.

Q1 Lost in Darkness C4. Q4 The Filthy Sty C4. Q6 Jan and the Smithy C4. S1 A Fifth Prophecy C5. S2 The Thieves Guild C5. P3 Empty the Pockets C5.

Access to the Ship C5. New Paladin Runes C5. P6 Before you Leave C5. P2 Another Goblin Berry? P3 Lifting Pockets C5. S1 The Monastery Cellar C5.

Q4 Return to the Tower C5. P1 Pickpocketing in the Monastery C5. A Strange Almanac C5. P1 The Castle Storeroom C5.

P3 Picking the Castle Clean C5. Ore Bastard Sword A1. Heavy Ore Two-Hander A1. The Divine Power of the Stars A5. Southern Defense Art A5.

Note that you cannot belong to more than one main guild like this, and once you have joined a certain guild, there is no way back.

Except starting a new game. Please read up on the three guilds to get a better understanding of the quest order, how they are marked with each guild, and most of all what the differences are.

Paladins are a mix of fighter and mage and will rely both on strong weapon skills as well as magic later in the game. From a member here you can later progress to become a Paladin.

If you join the City Guard with Andre, and get your Militia Armor on you are on the rigth track if Paladin is what you intented to become.

Your primary skill will most likely be Strength, relying on either one- or two-handed weapons. This is not to say that you should completely ignore your off attribute, but it will rather raise naturally by items found.

Weapons Personally I preffer two-handers with paladins and for mercenaries for that matter due to their increased damage and longer range.

When you break it down, there really are no game-affecting differences between one or two handers, and you will do very well with both.

High-damage two-handers can be a bit tricky to find at first, but later in the game they will outdamage the one-handers considerably.

Total cost for mastering one-handed weapons is LP, or 13 levels. Personally I never saw bows as a suiting ranged weapon for paladins, and chose to go with crossbows.

Q4 and then C3. Recieving a rune costs 5 LP and is done simply by recieving a rune to use from your inventory. The paladin magic is split in two types, healing and combat.

You can save yourself some LP by ignoring the less powerful runes in favour of the greater ones, ie no need to learn Lesser Healing when you could get Greater Healing instead.

Doing this means only a short time of your life as a paladin will be spent actually using magic, so feel free to take whatever you can if you like the casting aspect.

You will however need mana if you are going to use magic. Training mana cost double for paladins, and you have to spend 10 LP for every 5 MaxMana you train, up to Learning all 3 healing potions will enable you to learn to make Elixir of Strength, costing a total of 20LP.

This will favour your combat skills the most and enable you to brew about strength potions raising your strength by None of the hunting skills will give anything other than a monetary return, and forging will only let you make a few of the swords where you find or recieve way better ones pretty soon.

Thieving skills can be just as useful to paladins as the two other guilds, and I reccomend learning them. It could be argued that the paladins are great protectors of the law, but really, there is nothing stopping you from being a goody paladin during the day, and robbing the people you protect at night.

Apprenticeship Paladins can basically sign up with any of the three apprenticeships in Khorinis, but none of them will anything but a monetary advantage.

The best one-handed weapon for instance, require only 40 Strength. Each point of Mana costs 2 LP to train. General Paladin Tips - Wait with the 10 prayers to Innos until you have joined the order and become a paladin in chapter 3.

The mana in this case is the most LP saving as with double cost you are looking at 80LP for 40 more mana. Signing up with the mercenariers involves several quests and tasks before you are initiated.

A mercenary is a pure fighter specializing in the heaviest weapons, dealing damage and generally kicking ass. Mercenaries will never learn magic outside the use of scrolls.

Due to this, training Max Mana is twice as expensive. Mercenary Setup Mercenaries are supposed to be the prime fighters and will have no access to magic.

Strength is the attribute for melee fighting and dexterity for ranged combat. Mercenaries can normally become masters at one, but also very good at the other.

I reccomend going melee and then working up a little skill in ranged as you go. Weapons The same weapon setup for paladins apply to mercenaries as well, so have a look at the breakdown there.

In addition, mercenaries will get access to much stronger weapons than paladins or mages. Secondary Skills Once the weapon skills are done and away with, mercenaries will have a load of LP to spend on secondary skills, and is in fact the only proffesion who will experience the most of them.

Forging is a good skill for mercenaries, as all the best weapons has to be made. This is also only available to mercenaries as the smith Bennet will only teach mercenaries.

New forging techniques follow the chapters where the best forged swords are available in later chapters. Alchemy is also good for mercenaries, where they will almost exclusively concentrate on the healing potions to end up with the permanent Strength potion.

You could also go the way of the mana potions to reach the permanent dexterity potion, but that is 3 recipes you will never use. Alchemy to make use of strength potions will set you back 20LP Thieving skills I would say is almost mandatory for mercenaries.

A lot of the equipment mercenaries need cost a lot and they are the proffesion that will burn through the most gold. Sneaking, Lock Picking and Pick Pockets set you back 15LP Hunting seems at first fairly useless, but mercenaries have a few avenues here where they take direct advantage of the hunting skills.

With the excess of LP several of these skills could be well used by mercenaries: Harad will give mercenaries a huge amount of gold both early and throughout the game, as well as making use of a skill they will probably learn anyway.

Bosper is also a good choice, where skinning and selling the skins at full price will give a slow but steady income. Constantino and the mushrooms is also a choice, but the mushrooms are finite, and you could really just skip running all over the forrest picking them up.

General Mercenary Tips - Do not learn forging if you can wait. In chapter 5 you will learn to forge the best weapons in the game for free.

A high strength from early on will make you a combat champion. Fire Mages rely solely on magic spells cast from permanent runes they create of increasing power.

That is not to say a mage will not use weapons, but it will be more expensive for them to train. Mana is the most important attribute of a mage, and it costs the normal amount of learning points to train where it costs double that for mercenaries and un-guilded.

For the purpose of defining mage-only quests, they are named "Mage Quest" in the guide, wether they apply to Novices or Fire Mages.

Strength and Dexterity can be trained to 90 in chapters , and to in chapter 6. Mana can be trained to in chapters Normally, you are going to be concentrating on either of the 3 and would naturally want to get your prime as high as possible.

And last there are of course magic items that will boost these 3 skills even further. First to the max of 90 in chapters Save all your possible strength potions and items until chapter 6.

In chapter 4 and out there is a special orc ring that decrease your strength by So here we are in chapter 6, put on the orc ring, train your strengt from 70 to we had 90 from chapter 1, minus 20 from the ring.

Remove the ring and you have strength. All those drunk, your strength would now be Put on your strength amulet and a couple strength rings So what are you going to do with all that strength?

I still end up having close to strength in the end either way. The issue with Mana is a bit different, as the rule here is that the more you have the better you survive as a Mage.

Hit Points should never be much of a worry to you. That said, take note that you will be most likely to have one major skill you concentrate.

For a strengthy melee fighter, dexterity will a have a nice return when using ranged weapons, and for a paladin a little extra mana never hurt.

From there on it get a little bit more advanced though. Offensive melee skills, One-Handed weapons or Two-Handed weapons act in accordance with eachother and consists of 4 competence levels.

Once you train up to the next level of competence in one of them, the cost increase for training that skill will double. Not double as in one percent trained costs 2LP, but double in the matter that you are forced to train both melee skills at the same time and will have to spend 1 point on Two-Handed skill and one point in One- Handed skill at the same time.

This is the dependancy rule of offensive skills. Once one offensive skill jumps to a higher competence level, you must either train both at once, or just the other, until both offensive skills are at the same competence level again.

The competence levels for melee skills are: This is just they way things work, so you have to deal with it. This is where the dependancy comes into effect for the first time.

Seeing as you would obviously try to increase the skill for the weapon you are going to use as much as possible, there are some work-arounds and quirks involving the actual competence levels we can use.

From here on you have to pay double cost or bring the other melee skill up to the same competence level. This way you can actually make the LP spent work directly on the tasks at hand, more easily defeating your enemies and earning more LP.

When it comes to ranged weapons, bow and crossbow, the system works exactly the same. Once you reach the next competence level in one of them, you have to train both at the same time.

The competence levels for ranged weapons are: The skill for melee weapons is a "chance to critically hit" percentage, and I see no reason how this could be higher than a critical hit every time.

New functionality have been introduced however, but you have to activate most of it manually. All these settings are adjusted by editing the file gothic.

This section will not touch on in-game settings you can change from within the game, but rather explain some distinct features you might want to enable and that can only be done so by editing the INI file.

There are a couple bugs associated with this, so be sure to read up the buglist too. The blood detail has 3 levels, but defaults to 2. Setting this to 3 will add a continued loss of blood to both you and your enemies, and is besides a nice effect, a good pointer on how hurt you really are.

The same applies for enemies, and should one run away this is a great way to track it down. This setting can also be found in the GAME bracket.

Some might feel this is too easy, but there are so many situations in Gothic where things suddenly go the opposite way of what you had planned, and quaffing a potion to get away instead of loading saves you a lot of trouble.

The potion used is always the strongest one. Also found in the GAME bracket. Orcs and dragons are afoot in the land and you need a special artefact to combat this menace.

Exhaust Xardas conversation tree and lets get going. Realistic level range for completing chapter 1 should be from , although 20 is possible. There are 6 bookstands in the tower - one by Xardas, five in an upstairs room.

You can read each for 25xp, for a xp total. It contains 5gp, 2 Lockpicks, a Dagger and a scroll of Light. A Heavy Branch found by the fireplace downstairs make a better weapon than the dagger.

A chest downstairs contain a couple Fireball scrolls, a Heal Light Wounds scroll, and some gold. Hidden among the crates and barrels are some more coins too.

The Eye of Innos This quest will span several chapters and is the overlying thing you should pursue. For now, this quest should prompt you to seek out the paladins in the city of Khorinis, wich will take you through the following areas.

Look for the completion and all it involves in C3. Q3, otherwise pay it no heed until chapter 3. Only a hidden lever will open this gate.

Look for a button on the fireplace on the same level - top-right corner on the frontside of the fireplace. Under this tree is a corpse and some items.

The shortbow will be of great use to you at this point, but conserve the arrows. Down to the Valley Xardas mentions a secret passage down to the valley below.

This can be found by walking down to the small pond and waterfall to your left just a short ways after exiting the tower. Besides a few monsters and adjoining cave adobes, the tunnel will take you a bit down and out onto a winding mountain path leading down to the valley floor.

The valley is host to lots of herbs as well as wolves and rats. Lester From the second you set foot in the valley you can see a campfire a little ways off, where an old buddy from Gothic 1 is resting, namely Lester.

Strike up a conversation with him and ask what happened. After his story about the black shadow, be sure to mention that he should go tell Xardas about it.

Gothic 2 Tipps Video

Gothic 2 (DNdR) - (Schwarzer)Troll auf Level 0 töten - Tipps und Tricks #01 Speichert viel, wenn ihr bei Charakteren Quests einlöst, damit ihr ggf. Dort bekommt ihr es nur hin und wieder mit ein paar Goblins, einigen Wölfen, Blutfliegen und Scavengern zu tun. Ja, ich find sie ganz ok. Knobelt in aller Ruhe die Kombination aus und notiert sie euch. Er ist in einem kleinen Tal auf dem Weg zurück zur Burg. Die aufregenden Cyber-Babes sind auf alle Fälle ein echter Hingucker. Und esst auf keinen Fall die Kronstöckel!!! Diese hängt dann aber immer mit Hauptquests zusammen und kann nicht verpasst werden. Highlights der Woche Sie haben es fast geschafft! Abhilfe schafft dort nur ein Trank den man von Pyrokar kaufen kann. Nein, ich spiele keine Mods, weil ich keine Ahnung hab, wie das geht. Benachrichtigung bei weiteren Kommentaren per E-Mail senden.

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