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What are the differences between G2 and TNotR?
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RPGDot Forums > Gothic 2 Spoilers

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Gorath
Mostly Harmless
Mostly Harmless




Joined: 03 Sep 2001
Posts: 6327
Location: NRW, Germany
What are the differences between G2 and TNotR?
   

One of the most common questions is the one about the differences. What did PB change?

Letīs hear it. No long descriptions, just the facts!
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Post Tue Jan 10, 2006 12:28 am
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Sem
Solid as a Rock
Solid as a Rock




Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot
   

  • Difficulty changed a lot. The overall difficulty has been increased, several individual enemies (wargs, seekers, orcs, dragons, dragonsnappers, etc) got an extra boost on top of it as well.
  • Learning is more expensive:
    0-30 : 1 LP per point
    30-60 : 2 LP per point
    60-90 : 3 LP per point
    90-120: 4 LP per point
    >120 : 5 LP per point
  • Weapon and armor stats increased. Paladin and Heavy Dragon Hunter's Armor are now equally strong for example.
  • Stats of rings amulets changed too. Eye of Innos offers less protection.
  • Belts
  • Stone tablets and old stone tablets that give additional bonusses
  • Many new npc's (a lot from Gothic 1)
  • A whole new world, about the size of the VoM: Jharkendar.
  • 3 new subguilds: Bandits, Pirates and the Ring of Water (not Circle of Water = Water mages)
  • Powerful weapons are available from start. Merchants also sell weapons that are much to strong/heavy for you.
  • Beliar's Claw or Runes, a powerful artifact.
  • Acrobatics is back, with a dexterity of 90 you will automatically gain acrobatics. You can't learn it from a teacher.
  • Besides teleportation runes, there are now also teleporters.
  • Crossbows require strength instead of dexterity.
  • There are magical crossbows and bows that do fire damage and magic damage instead of normal piercing damage.
  • Several new animals, like Wild Boars, Desert and Swamp Rats.


There's obviously more.
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Post Tue Jan 10, 2006 10:29 am
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Dez
King of the Realms
King of the Realms




Joined: 08 Jan 2003
Posts: 455
Location: Fortress of Tell Halaf
   

  • Some weapons have skill bonuses. For example the fine sword gives you +5 to one handed fighting.
  • Forging weapons is much more rewarding because these self-forged weapons have skill-bonuses.
  • All dex-based swords have skill bonuses.
  • Mages can get few cool two-handed weapons when they enter the monestary.
  • You can learn to dig gold.
  • Obviously you will learn a lot more about the lore.
  • Lots of new runes for mages.
  • The paladin runes are less effective.
  • Traders outside the monestary are selling those powerfull spell scrolls such as shrink, summon demon and fire rain even in the first chapter.
  • Strenght and dexterity potions will give you only +3 bonus instead of +5, but you can learn permanent potions directly. In other words you no longer need to learn mana or health potions for being able to learn a strenght potion.
  • Every 50:th dark mushroom will give +5 to your mana and every 25:th apple will boost your strenght with +1
  • Donating money to innos shrines will give you permanent bonuses daily.
  • You can also pray belliar.
  • New potion recipes

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Post Tue Jan 10, 2006 12:26 pm
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Sem
Solid as a Rock
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Joined: 01 Mar 2004
Posts: 3386
Location: at the Dot
   

  • Every spell scroll requires only 5 mana to use (with the exception of chargeable spells)
  • The two most powerful paladin runes are no longer available. Destroy Evil and Greater Healing are only available as scrolls.
  • Learning hunting skills has become cheaper, ranging from 1-5 LP depending on the profit you can make and the importance of the skill.
  • You can dig for treasures.

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Post Tue Jan 10, 2006 4:32 pm
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JensJeremy
Village Dweller
Village Dweller




Joined: 10 Dec 2003
Posts: 12
   

Wow that does sound much tougher. But do you still have to train in 1-handed and 2-handed weapons simultaneously, or has that been changed? Because that was a waste of XP if you ask me.
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Post Sat Mar 11, 2006 7:40 pm
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Sir Markus
Counselor of the King
Counselor of the King




Joined: 11 Jan 2002
Posts: 369
Location: Columbus, Ohio USA
   

I just finished Gothic 2 Gold yesterday (which includes NOTR); what an outstanding value. I played through it very thoroughly and only left 3 unfinished quests in my journal, and it gave me right around 85 hours of excellent play time.
Post Sat Mar 11, 2006 8:27 pm
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jmurdock
Old Fogey
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Joined: 11 Nov 2003
Posts: 1285
Location: the heart of acadiana they like to call it
   

The cost of weapons training for mages isn't double anymore, but still it costs as much for weapons past 30 as for str and dex and yes, past a certain point in one weapon training, it adds to the other as well.

The xp from books no longer goes up with chapters, it's now always 25. discovering treasure goes up with chapters though.

The nasty at the end is no longer susesptible to destroy undead. (d--- it)
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Post Fri Mar 24, 2006 10:09 pm
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Morning.LemoN
Village Leader
Village Leader




Joined: 10 Jul 2003
Posts: 85
   

not a specific fact but...
playing as a magician is not fun anymore (sry PB but i was a bit disappointed to be honest). until chapter 5 that is.
I had to use fastpotions and even then it was way too difficult/frustrating at some points. Potions run out too fast and at some points you find yourself with no potions and none left on any merchant ingame (!)

Other factions are well balanced tho as far as i have played them.
Post Mon Apr 10, 2006 5:09 pm
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imposteraz
Tempered Warlord
Tempered Warlord




Joined: 25 Jul 2003
Posts: 282
Location: Arizona, USA
   

PB definitely did make it harder for Mages in NotR!

I found that I had to take it extra slow and build up levels as high as possible in Ch 1/2 if I was to become a Mage. Also, WRT the potion issue, I made sure to learn the Speed potion formula from Ignaz ASAP (definitely worth the LP).

If you adopt a slower, more thoughtful style (IMO) you can change playing a Mage from "too difficult/frustrating" to "very challenging, but rewarding."
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Post Mon Apr 10, 2006 6:18 pm
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