Gothic 2 – Magic Guide

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Gothic II: Gold Edition In-depth Guide About Magic


This guide aims to laissez passer a quick as well as thorough hold off at magic of Gothic ii Night of the Raven. Since sorcerer is the hardest to play faction it is of import to know, when as well as where to pass your learning points. My favourite faction inward this game was ever the magician, thus I played the game through with many sorcerer playstyles.



Basics – Damage Calculation, Increasing Mana, Magical Circles


In Gothic ii Night of the Raven spells tin bargain iii types of damage: Fire, Magic as well as Wind. Fire based spells bargain burn damage; the balance of the spells bargain magic damage, yet for certain enemies tin live completely or partly immune to specific spells fifty-fifty though they bargain the same type of impairment (I elaborate this farther later on at the spells sections). Wind impairment is applied to alone i spell as well as the resistance to it is a hidden statistic.


Damage calculation

The impairment calculation follows a genuinely straightforward formula:


Spell impairment – Resistance


Spell impairment tin live fire, magic or air current as well as the resistance tin live against that specific impairment type. Ranged spells operate the same agency equally Bows as well as Crossbows, except the projectile hits 100% of the time, if the projectile genuinely lands on the target. The departure betwixt the spell impairment as well as the melee as well as ranged impairment is that the formula lacks the minimum five impairment dealt condition, thus dissimilar melee as well as ranged damage, where you lot are for certain to bargain a petty impairment always, fifty-fifty if the target would resist it; inward the instance of spells this is non true. Shortly: if spells are resisted, they bargain 0 damage.


Mana training

Increasing mana via teachers volition cost to a greater extent than Learning Points equally your maximum Mana increases. The toll of 1 holler for of Mana modify based on your electrical current maximum Mana:

10 -> xxx – 1 Mana / 1 LP

30 -> lx – 1 Mana / ii LP

60 -> xc – 1 Mana / iii LP

90 -> 120 – 1 Mana / 4LP

120 -> 300 – 1 Mana / 5LP *


You tin salve some Learning Points past times grooming to 29 as well as and thus grooming to 34. 29 points of mana is soundless below the threshold, thus the 1 Mana / 1LP cost is applied.


*Only Pyrokar tin increment your mana that high as well as his maximum is 300.


Magical circles runes

In fellowship to job magical runes you lot take away to larn the magical circles. There are six circles as well as each cost five LP to larn inward Night of the Raven (in vanilla Gothic ii the cost of each circle was five LP * X, where X is the magical circle), yet you lot can’t larn all circles at once:

– Circle 1: Chapter 1

– Circle 2: Chapter 2

– Circle 3: Chapter 3

– Circle 4: After completing ,,The Eye of Innos” quest (end of Chapter 3, Chapter 4)

– Circle 5: Chapter 5

– Circle 6: After discovering the cloak-and-dagger vault of the Monastery (Chapter 5)


Teachers:



  • Parlan – Circle 1 -> Circle 3

  • Karras – Circle iv -> Circle 5

  • Pyrokar – Circle 6

  • Saturas* – Circle 1 -> Circle 6


*Only becomes available after entering Jharkendar.


After you lot learned the circles you lot take away to larn the formulae of each spell rune you lot are going to use. Runes allow you lot to infinitely cast that specific spell, spell scrolls expire after 1 use, yet runes inward full general require to a greater extent than mana to use. In fellowship to practice a rune, you lot take away a Blank Runestone, a scroll of that specific spell as well as some extra ingredients, if you lot own got all that you lot tin practice your ain rune at a Rune Table.







Mana bonuses


This department is meant to live a listing of costless Mana bonuses (0 LP cost) inward the game. It volition too comprehend the best mana increasing Rings Amulet set.


General + Items

– Eating 50 Dark Mushrooms +5 each time

– Coragon’s Beer +1 as well as +2 Hitpoints each time

– Lou’s Hammer +1 alone once

– Donating 100 Gold to a Shrine of Innos +1 each time, maximum twenty Mana tin live gained this agency as well as works alone i time per day

– Donating to Daron +2 (+ many other extra)

– Old Stone Tablets for Vatras + the amount of rock tablets given (it alone works if you lot laissez passer him 10 or to a greater extent than at i time to him)

– Priest ready (2 Rings of the Priest as well as i Amulet of the Priests) +40, the ready is scattered inward Jharkendar

– Freeing Raven’s slaves +3 from Vatras

– Divine Power of the Stars mass +2 (can live bought from Zuris as well as Constantino inward Khorinis)

– Magic Wand +20 (can live bought from Gorax)

– Essence of Spirit +3, institute inward Jharkendar’s Great Library


Stone tablets

Many Stone Tablets are scattered inward the earth as well as some of them tin increment your mana. They too increment your other attributes equally well, yet reading them requires you lot to know the language. This tin live learned from the H2O mage Myxir. The linguistic communication has iii levels as well as each grade allows you lot to read higher grade rock tablets, which laissez passer improve bonus. It costs a full of xxx learning points. The cost of each grade is 5LP * X, where X is the specific level.


Elixir of Spirit

Elixir of Spirit increases your mana past times five points each fourth dimension you lot quaff it. It is a rare as well as expensive potion to come upward by, yet you lot tin purchase it sometimes from Zuris inward Khorinis as well as Milten* carries i equally well. You tin brew it yourself equally well, yet inward costs to a greater extent than or less 30-40LPs (learning the basic mana potions + learning the recipe of the Elixir of Spirit, which costs 20LP)


Teachers:

– Neoras

– Riordian**

– Constantino

– Sagitta


The elixir needs i Fire Root as well as i King’s Sorrel. Fire Root is relatively abundant as well as inexpensive, yet King’s Sorrel is limited. There are xi King’s Sorrels scattered inward Khorinis as well as at that spot are ii scattered inward Jharkendar. They are unremarkably located at rock circles or at special locations/dungeons, but it tin live a vantage for for certain quests equally well. You tin too purchase it from these vendors sometimes (costs 500 Gold for each plant):

– Constantino

– Sagitta

– Lutero

– Vatras***

– Milten***


* Needs pickpocketing science (10 LP) as well as needs to a greater extent than or less 60-70 Dexterity to steal it from him

** Only becomes available after entering Jharkendar

*** They alone sell i inward Chapter six if you lot convey them with you





Standard Spells


Legend:

M – mana cost

FD – burn damage

MD – magic damage

WD – air current damage

H – healing

I – ingredients

L – LP cost

[F] – 2x impairment against ice-based creature, 0.5x impairment against fire-based creature

[W] – 2x impairment against fire-based creature, 0.5x impairment against ice-based creature


Teachers:

Hyglas – Fire spells

Marduk – Ice/Thunder spells

Karras – Summoning spells

Parlan – Utility spells (basically every spell which don’t autumn into the previous iii categories)

Pyrokar – Circle six spells

Nefarious – teaches every spell after entering Jharkendar

Milten – teaches diverse spells from different schools


Circle 1

These spells are the weakest. They unremarkably cost to a greater extent than or less 1-5LPs. Since you lot tin go direct to Chapter ii to larn Circle 2, you lot tin skip learning virtually of them.


Fire Arrow: In fellowship to go a Magician, you lot take away to practice this rune. This is your get-go rune. [F]

– M: 5

– FD: 30

– I: Sulphur

– L: 5

Small Lighting: It is a semi-useful rune, because it deals relatively expert impairment against Skeletons, but it but doesn’t worth learning it. It too stuns human NPCs, thus it doesn’t kill them.

– M: 15

– MD: 30

– I: Rock Crystal

– L: 3

Summon Goblin Skeleton: Summons a Goblin Skeleton. It is expert for swarming enemies.

– M: 20

– I: Goblin Skeleton Bone

– L: 3

Heal Light Wounds

– M: 10

– H: 200

– I: Healing Plant

– L: 3

Light: Illuminates your surroundings for five minutes. If you lot don’t similar carrying torches, you lot tin larn this spell, because it is inexpensive.

– M: 10

– I: Gold Coin

– L: 1


Circle 2

You are going to stick long inward Chapter ii as well as these spells volition generally live gist spells until Circle 4.


Ice Arrow: Influenza A virus subtype H5N1 improve version of Small Lighting. It tin kill skeletons with iii hits. It has a unique interaction with the Circle iii spell, Ice Block as well as the Circle five spell Wave of Ice. [W]

– M: 10

– MD: 50

– I: Glacier Quartz

– L: 5

Fireball: This is alongside the earliest single-target impairment spells, which has the best mana – impairment ratio. [F]

– M: 15

– FD: 75

– I: Pitch

– L: 10

Sleep: Situational spell, which puts the target into slumber for 30s. It alone works against human NPCs only, but some of them own got an inherent resistance to this spell (for illustration Talamon). It is neat for looting houses inward Khorinis as well as tin salve you lot learnin the Sneaking talent.

– M: 20

– I: Swampweed

– L: 5

Fist of Wind: Influenza A virus subtype H5N1 special spell taught past times Parlan. It is a unopen a range, chargeable spell, which deals the unique air current damage. It is exceptionally powerful against Seekers, whose resistance to this type of impairment is 0. It tin too bargain extra environmental damage, but if the environmental impairment kills your opponent, you lot don’t gain XP.

– M: 20-80

– WD: 50-200

– I: Coal

– L: 5

Summon Wolf: Summons a wolf. It is inferior to Summon Goblin Skeleton, thus don’t larn it at all.

– M: 40

– I: Wolf Pelt

– L: 5


Circle 3

This is the Circle where spells are becoming to a greater extent than potent. This circle marks the get-go expanse of consequence as well as splash impairment spells.


Fear: Targets caught inward the expanse volition flee for five seconds. Unlike Sleep, it works on non-human NPCs equally well, but similar to it some NPCs are inherently immune to its consequence (khm khm Talamon). The Undead are completely unaffected.

– M: 50

– I: Black Pearl

– L: 5

Small Firestorm: Deals splash impairment to a greater extent than or less the target for the same impairment equally the spell’s base of operations damage. It is neat against enemies, who go inward groups (like for illustration Wargs). [F]

– M: 25

– FD: 100

– I: Pitch, Sulphur

– L: 15

Ice Block: Freezes the target for 19s. Amplifies the impairment of Ice Arrow during its duration. Big enemies resist the freeze consequence (for illustration Trolls, Shadowbeasts). [W]

– M: 40

– MD: xl + 2/s for 19s

– I: Aquamarin, Glacier Quartz

– L: 10

Ball Lighting: Chargeable spell, which volition alone stun human NPCs.

– M: 10-40

– MD: 30-120

– I: Rock Crystal, Sulphur

– L: 10

Heal Medium Wounds

– M: 25

– H: 400

– I: Healing Herb

– L: 5

Summon Skeleton: Summons a Skeleton, which is neat for swarming for certain enemies. With Ice Block this spell is genuinely potent.

– M: 60

– I: Skeleton Bone

– L: 10


Circle 4

This is the circle of the virtually mana efficient unmarried target spells.


Lighting: Core spell, must learn. It has the best mana-damage ratio alongside unmarried target spells.

– M: 30

– MD: 150

– I: Rock Crystal, Glacier Quartz

– L: 5

Large Fireball: Chargeable version of Fireball. Until Circle 6, this spell deals the virtually damage. Really efficient at taking out Ice Golems as well as other high profile targets. [F]

– M: 40-160

– FD: 75-300

– I: Sulphur, Pitch

– L: 10

Summon Golem: Summons a Stone Golem. Since Golems volition start attacking each other as well as i Golem is genuinely pretty bad thank you lot to its awful AI, I don’t recommend this spell at all.

– M: 80

– I: Stone Golem Heart

– L: 15

Destroy Undead: Instantly kills virtually undead enemies, but other enemies are unaffected. The in conclusion enemy is immune to it inward Night of the Raven (in vanilla you lot tin job this spell on him). Due to its high mana cost as well as the fact that virtually undead are susceptible to magic anyway, it is best used inward the cast of scrolls against tougher undead. Don’t larn it.

– M: 100

– MD: 1000

– I: Holy Water

– L: 10


Circle 5

Transitional spells till Circle 6. Contains some genuinely expert spell.


Summon Demon: Summons a Demon. Demons tin kill Dragons 1v1.

– M: 120

– I: Demon Heart

– L: 20

Wave of Ice: Freezes everything inward the expanse for 19s. Can fifty-fifty freeze big enemies, fifty-fifty Dragons. Like Ice Block, it amplifies the impairment of Ice Arrow during the effect. [W]

– M: 120

– MD: lx + 2/s for 19s

– I: Aquamarine, Glacier Quartz

– L: 20

Large Firestorm: Chargeable version of Firestorm with to a greater extent than damage. In theory the splash impairment would scale with the charge, but volition bargain the same splash impairment equally Small Firestorm, thus this spell is genuinely really useless, because it is basically Large Fireball with Small Firestorm’s splash damage. [F]

– M: 50-200

– FD: 75-300

– I: Sulphur, Fire Lizard’s Tongue

– L: 10

Heal Heavy Wounds

– M: 50

– H: 800

– I: Healing Root

– L: 10


Circle 6

These are the spells for which you lot are playing the mage. These spells but brand the balance of the game a cakewalk as well as they are fun to use. They too own got the virtually expensive ingredients


Army of Darkness: Summons five Skeletons.

– M: 150

– I: Skeleton’s bone, Stone Golem’s Heart, Demon’s Heart, Black Pearl

– L: 20

Breath of Death: This spells is in all probability bugged, because it deals one-half of its supposed damage. Its unique consequence is that it tin striking all enemies caught inward its path. It is a fun spell, but genuinely inferior due to its bugged nature. Undead are inherently immune to this spell.

– M: 100

– MD: 500 (250)

– I: Coal, Black Pearl

– L: 20

Rain of Fire: This spell is rather overrated, but genuinely it is inferior to Wave of Death, it alone has shorter cast time. [F]

– M: 150

– FD: 500

– I: Pitch, Sulphur, Fire Lizard’s Tongue

– L: 20

Wave of Death: Wave of Death has a pretty long cast time, but it is the ultimate expanse of consequence spell inward the game. It summons as well as expanding wave, which deals the same magic impairment to everyone caught past times it. The moving ridge tin striking every target to a greater extent than than once, thus apart from Dragons as well as perhaps Trolls, zero volition genuinely last to a greater extent than than i striking from this spell.

– M: 150

– MD: 500

– I: Skeleton’s Bone, Black Pearl

– L: 20

Shrink Monster: Shrinks the target as well as divides their statistics past times 10. Human NPCs as well as the in conclusion boss are immune to its effect.

– M: 300

– I: Goblin Skeleton’s Bone, Troll Tusk

– L: 20

Holy Bolt: Play the game through equally a mage for this ultimate unmarried target impairment spell. 😉

– M: ???

– MD: ???

– I: ???

– L: 0





Water spells as well as Beliar spells



All of these runes are taught past times Nefarious after you lot entered Jharkendar.

Circle 2

Ice Lance: From all of the Circle ii spells this i has the highest base of operations damage, but its mana-damage ratio is the same equally Fireball’s. [W]

– M: 20

– MD: 100

– I: Glacier Quartz

– L: 5

Whirlwind: Traps the target inward a whirlwind for 10 seconds

– M: 30

– I: Bloodfly’s Wings

– L: 5


Circle 3

Geyser: It has an okay mana-damage ratio, but alongside the Circle iii spells this is alongside those, which striking harder. Human NPCs are stunned past times this spell.

– M: 75

– MD: 150

– I: Aquamarine

– L: 10

Storm: It is a nerfed version of Rain of Fire. Creates a storm, which hits the surrounding enemies.. It has relatively long cast time.

– M: 100

– MD: 250

– I: Bloodfly’s Wings, Glacier Quartz

– L: 5


Circle 4

Waterfist: It could live considered a weaker version of Lighting, but it deals double impairment against fire-based creatures. [W]

– M: 25

– MD: 125

– I: Aquamarine, Rock Crystal

– L: 10


Beliar spells

You tin obtain these runes after you lot acquire the Claw of Beliar. You take away to sacrifice some hitpoints permanently inward fellowship to acquire each spell upward to Circle 5. You tin alone own got i of these runes at the time. They don’t require anything else from the player. The community is divided on these spells, because some of them own got but express use. However these are costless spells, which you lot tin modify whenever you lot want, thus you lot tin freely experiment with them.


Circle 1

Root Snare: The opponent is entangled past times a thornbrush for twenty seconds. You tin consider it a costless counterpart of Whirlwind.

– M: 50


Circle 2

Steal Energy: This spell alone works against human opponents (minus the Seekers, who are inherently immune to this spell). This spell basically reduces the opponent’s hitpoints to 1 as well as heals the thespian for the same amount. It too disables the target for the duration of the effect, which is ix seconds.

– M: 30

– MD: 100/s for 9s


Circle 3

Beliar’s Wrath: It deals the highest single-target impairment from all Circle iii spells, yet it costs a lot, but it tin ii striking kill orcs.

– M: 100

– MD: 200

Summon Stone Sentinel: Summons a Stone Sentinel. You tin consider it a costless choice to Skeletons. The summoned Stone Sentinel hits a chip lower than the Skeleton, but equally a compensation it too has relatively higher defensive stats, peculiarly against magic.

– M: 60


Circle 4

Insect Swarm: It conjures a swarm of insects, which volition ready on the opponent, disabling him for 6s as well as reducing his hitpoints to 1.

– M: 20

– MD: 80

Summon Zombie: Summons an armored Zombie. These zombies are tougher as well as striking harder than those mutual zombies.

– M: 80


Circle 5

Cry of the Dead: It is basically a high-risk, high-reward spell. It deals genuinely heavy impairment inward a broad expanse to a greater extent than or less the target, which volition forthwith kill virtually enemies. Deals no impairment to the undead.

– M: Minimum 250, depletes your mana reserves completely

– MD: 666


Other spells






Spell scrolls inward full general as well as Teleport Runes

Every spell scroll cost five mana to cast with the exception of chargeable spells, which apply the rune’s mana cost as well as expire after a unmarried use. Certain spells alone be inward the cast scrolls, this include:

– Oblivion: The target forgets the player’s crimes.

– Transformation spells: The thespian transforms into a creature as well as inherits all their stats. You tin job this to sneak past times different opponents or offense, but live careful, because for certain creatures volition soundless live antagonistic towards you lot (like Scavengers as well as Wolves). !!!Avoid leveling upward inward transformed state, because you lot volition lose the gained hitpoints after you lot transform back!!!


To brand travelling faster at that spot are also Teleport Runes, which tin live institute after Chapter 2. These runes don’t require the magical cognition as well as casting each of them costs 10 mana.


Paladin Spells



Paladins too own got their ain ready of runes. These runes don’t require the thespian to know the magical circles, but you lot take away to pass 5LP each fourth dimension you lot larn a spell. You tin larn them from Albrecht, who volition render you lot with the rune, but you lot ever take away to lead betwixt healing or damage. The runes alone operate against orcs, undead, demons as well as the seekers, thus other opponents own got no impairment from them.


Holy Light: Given after you lot bring together the Paladins for free. Illuminates the expanse to a greater extent than or less the player.

– M: 10

Holy Arrow: You tin obtain this spell after you lot completed ,,The Eye of Innos” quest.

– M: 10

– MD: 100

– L: 5

Lesser Healing: You tin obtain this spell after you lot completed ,,The Eye of Innos” quest.

– M: 10

– H: 200

– L: 5

Harm Evil: You tin obtain this spell inward Chapter 5.

– M: 30

– MD: 300

– L: 5

Medium Healing: You tin obtain this spell inward Chapter 5.

– M: 25

– H: 400

– L: 5

Destroy Evil: Unobtainable equally a rune.

– M: 60

– MD: 600

Greater Healing: Unobtainable equally a rune.

– M: 50

– H: 800


NPC Unique Spells



This purpose of the guide is alone meant for sharing some interesting gimmicks of this game. These runes cannot live obtained without cheating or exploits. All of these runes are Circle six as well as own got genuinely depression mana cost, but they bargain heavy damage.



Concussion Bolt: This spell is used past times burn as well as H2O mages, when you lot provoke them. This spell doesn’t kill you.


Death Bolt: Seekers start using this spell from Chapter 4. It deals to a greater extent than impairment than Concussion Bolt.


Death Ball: Seekers start using this spell from Chapter 5. It is too used past times burn as well as H2O mages, when they intend to kill the thespian or something else. It deals to a greater extent than impairment than Death Bolt.


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