google-site-verification=2u09yeKlnIMlrqA4PmcDZbB5erd9QWAfMAFSXdGtcGk
top of page

Gothic 2: Renovation – Massive Update! 0.6 | New AI Czech and English!

Introduction – Czech and English

Hi, we finally have another mod translated — this time both into a new AI-assisted Czech translation and into English.The Czech version was done by me and Ladin15. There may still be some font (text) issues, but the Czech localization is on a much higher level than the older Google translation, and we’ve also moved to the latest version. Everything essential — such as dialogues, items, journal entries, and so on — is translated. The font issues are caused by diacritics in some on-screen messages; most of these have already been fixed.

As for the English version, I was contacted by the player schlomohofmeister. I explained what needed to be done, and he prepared the translation using ChatGPT. Here we are also uploading the latest version of the mod.


Short description of the mod

The mod improves and expands Gothic 2: Night of the Raven. For example, it transforms the entire island of Khorinis into a winter environment, with snow everywhere, and the whole mod is designed around this idea (bandits, for instance, wear more fur-lined armor). It fits perfectly into a Christmas vibe. The mod is also characterized by humor and original ideas.

Since we now have an up-to-date and fairly high-quality translation database, I will be regularly updating this mod to new versions from now on as they are released 🙂


Mod on Myrtana

You can find the mod here, along with a gallery, additional information, and links to all other available languages listed in a text document. I will prepare an installation guide soon:https://www.myrtana.net/renovace

The mod is currently in version 0.6, which is not a full release yet, but essentially a beta version. We’ve moved on from version 0.54, and below you’ll find a list of changes. Once again, this was translated via AI from Russian — because there’s a ton of it :D


English translations

A script for high-quality automatic translation into ChatGPT Czech will be ready soon, and at the same time we’ll be working on English voice acting. You can support the project on Patreon, or leave a message about which mod you’d like to see translated next.


Renovation 0.53.1

  • Ore Tincture will restore +1 mana if the hero has less than 50 maximum mana.

  • New models for ore swords (all two-handed sword models and 2 one-handed models replaced with longer versions), plus several new weapon models for NPCs.

  • Fixed a bug in the sequence of LP reduction per level (for levels 30+).

  • LP reduction per level now starts at level 26 instead of level 21.

  • Shadow Garb changed – the “Assassin’s Dexterity” ability now grants +25 Dexterity for 60 seconds (per kill), but the bonus lasts only one minute and does not refresh with additional kills.

  • Minor bugs and typos fixed.

  • Names of several items changed.

  • Plus a few targeted balance tweaks.


Renovation 0.54

Quests / Events (fixes and additions) (translated via AI)

Bloody Chalices:

  • Fixed a bug where the quest could not be accepted if the player was wanted in the city for a crime.

  • Kassia can now also offer a one-handed sabre as a reward, not only a two-handed glaive; the stats of both the sabre and glaive were slightly buffed.

Monastery – My Homeland:

  • If the player joins the Novices for 1000 gold and a sheep, Opolos will give 1 Agnis Wine and 1 Agnis Water.

Diego’s Stash:

  • Diego’s pouch of gold now appears only in Chapter 3 (to prevent early trips to the Valley of Mines in Chapter 1).

(Outside of quests):

  • Trokar and his small, sad story were added to Jharkendar.

Balance Adjustments

Magic / Spells

  • Slightly increased damage of the spells Shock, Fire Arrow, Xardas’ Rune, Ice Arrow, Water Needle, Geyser, and Fire Burst.

  • Strengthened and fixed the secondary effect of Ice Arrow.

  • Increased the learning cost of almost all runes.

  • Increased the cost of Summoner skills.

  • Raised requirements for early learning of the 3rd and 4th circles of magic.

  • For early learning of the 3rd and 4th circles, the Artificer now requires more mana than a Rune Mage.

  • The Sleep spell can now be cast on paladins (except the strongest ones and gate/area guards); it has worked on witches for several versions already.

  • Added 2 new runes for the Artificer.

  • Increased damage of basic spells used by witches / liches / nazgûls.

Enemies

  • Liches (skeletal mages) received a new spell instead of Ice Arrow and had their strafe-based combat AI restored.

  • Defense and, in some cases, health of many basic monsters were adjusted (black goblins, wolves, snapper beasts, lurkers, harpies, etc.).

  • During the fight with Shsang Xoss (City of Lost Souls), if one of his Shadows is killed, it not only restores his health but also teleports to the Hero and destroys all summoned creatures.

  • Nazgûls in Chapter 3 use a new auxiliary skill when fighting the Artificer.

  • Nazgûls in Chapter 4 can switch to Fist of Wind only once per fight (twice in Chapter 5). With precise timing, Nazgûls can be “bugged”: get close, wait for Fist of Wind activation, quickly retreat, wait for the switch to Fireball, thus blocking Fist of Wind for the rest of the fight.

  • Demons and Archdemons now reduce the lifespan of summoned creatures with their ranged attacks.

  • Bone Wanderers had their healing and HP/Mana drain effects strengthened.

Skills

  • Increased the cost of Sniper Aura.

Crafting

  • Changed the recipe for corrupting the Cloak of Darkness.

  • Added recipes for creating and upgrading artifacts (Artificer only).

Prices

  • Rune stones are more expensive.

  • King’s Sorrel slightly more expensive.

  • Potion of Salvation slightly more expensive (now also heals to full when used from inventory).

  • Holy Water is more expensive (especially for Artificers upgrading artifacts).

  • Sun Elixirs slightly more expensive.

Weapons

  • The second attack of Katanas / Nodachi now deals more pure damage (150% of Dexterity instead of 100%).

  • Dexterity-based slashing weapons received +5 to handling bonus.

  • Damage of Dexterity-based slashing weapons increased by 10 points, but handling bonus reduced by 5.

  • Mentor and Mother of the Cult inventories now contain more useful weapons.

  • Starting equipment of novices and beginner mages was strengthened, with several new items added.

Achievements / Titles

  • The “Green Gourmet” achievement now requires 25 crystals instead of 30.

  • Names and bonuses of several titles were changed (mainly Artificer bonuses).

  • Added a new achievement (Rapier, guildless Hero only).

Main Hero

  • Warrior and Thief classes now also gain a weapon handling bonus at the start (one-handed, two-handed + bow or crossbow).

  • The Hero starts the game with +25 Health.

  • If the Hero urinates while poisoned, the poison is removed from the body; on the first day this can be done without limit, afterward only once per day. This event also grants a small amount of experience.

Locations

  • Minor tweaks in Khorinis, with added loot in a few places.

  • Food removed from most chests in Jharkendar, regular gold replaced with ancient coins; plus minor location fixes.

Items

  • Reduced mana/HP bonuses on the Stinger, Council Amulet, Talisman of Balance, and Ring of Balance.

  • Ore Tincture renamed to Ore Drops, description changed and effect strengthened (contains 300 drops; each restores 3% mana, activates every 0.8 seconds and only when mana is below 100%; effects from multiple potions stack). The number of remaining drops is shown under the “Hidden Buffs” button.

  • Reduced the bonus of the Frozen Flames potion.

  • Slightly reduced fire resistance of mercenary/dragon hunter and militia/paladin armors.

Bug Fixes / Errors / Incomplete Features

  • Finally fixed freezing liches (skeletal mages).

  • Fixed several minor issues in dialogues, quests, and conditions.

  • Double mana from the “Ethereal Dream” skill (Sorcerer class) is no longer lost when removing any mana-bonus amulet (players used to swap amulets after sleep for daily XP). Likewise, double/triple mana is no longer lost after donating to Innos (prayers with mana bonuses).

Texts and Descriptions

  • Agnis items now display their exact bonus, and Transmutation products show which parameter of Agnis they affect.

  • Many small fixes and adjustments across various mod texts.

Artificer (formerly Monk)

  • A new sub-guild branch, Artificer, was added to the Fire Mages guild.

  • The Artificer has no new quests; it is essentially a standalone build.

  • Some quests, goods, bonuses, and rewards were adjusted specifically for the Artificer.

  • The sub-guild specializes in melee combat, high mana reserves, and the use of special combat artifacts (exclusive to this branch).

  • A Novice in the monastery can become either a Rune Mage (standard mage) or an Artificer — this choice is permanent.

  • The Artificer cannot craft runes (except one unique rune), but learns magic circles to gain access to rune formulas, which are then used to enhance artifacts.

  • Training costs for rune formulas are significantly lower, and some formulas are not available at all (those not needed for artifacts).

  • The Artificer can use all found/acquired runes.

  • The unique rune is crafted in Chapter 5 using a recipe from the monastery cellar; it is useful for endgame cleansing and Irdorath.

  • Upon joining the guild, the Artificer also receives several small gifts from monastery inhabitants and +4 passive abilities (curse immunity, reduced dark magic damage, daily mana regeneration from prayers, etc.).

  • Milten provides an additional small but useful gift in Chapter 2.

  • Artifacts are crafted and upgraded at the Rune Table using recipes from special books, obtained upon joining and as quest rewards.

  • Almost all artifacts require mana to function and ultimately consume even more mana than a Rune Mage’s abilities (though the Artificer has more mana bonuses).

  • Upgrading artifacts also requires large amounts of Holy Water, which can be purchased in unlimited quantities at Innos shrines.

Currently available artifacts (4):

  • Robe – a defensive and empowering artifact; does not consume mana, can be upgraded three times; one upgrade grants immunity to knockdowns (from boars, shadow beasts, and some zombies).

  • Orb – an automatically attacking artifact that consumes mana for attacks; available in 8 variants and also grants a health bonus.

  • Staff – an artifact weapon with two offensive spells, each upgradeable 3 times (9 total variants); spells consume mana on activation, physical damage scales with mana, and the staff also provides a small defense bonus.

  • Ring – an automatic healing and mana regeneration artifact; healing consumes mana; the ring can be upgraded twice, significantly increasing regeneration and slightly improving healing, and it also grants a mana bonus (which scales with upgrades).


Renovation – Version 0.55

Artificer

  • Unlocking the 3rd Stigma in the Runic Robe now requires 2 more bloods and 3 more scales.

  • Upgrading artifacts now requires more Holy Water.

  • Physical damage of upgraded versions of the Runic Staff slightly reduced.

  • Frostbite now deals more damage to the Artificer.

  • Duration of the rune “Fury” increased to 15 minutes; the effect itself was changed — it now grants +500 max Health, +500 max Mana, and +25% melee combat, but no longer provides regeneration.

  • Monsters put to sleep by the spell “Sleep Creature” can now be hit with a Sneak Attack.

  • Mana requirements for early learning of the 3rd and 4th magic circles slightly reduced.

Alchemy

  • Crafting Ore Drops now requires 2 Crawler Mandibles instead of 1, and each flask now contains 150 drops instead of 300.

  • Minor adjustment to the “Support Potions” section — all top-tier potion recipes missing ingredients are now shown at the bottom of the list, while craftable ones stay at the top, reducing unnecessary clicks.

  • Steel-to-gold transmutation can now be performed directly from the alchemy menu.

  • In Chapter 6, the Scroll Crafting and Tobacco sections will also be removed from the available crafting list.

  • Added a new section and recipes for Poisoned Alcohol (Warrior class only).

  • Wings can now also be transmuted into Agnis (the permanent bonus from consumed wings and from Agnis is the same — transmutation was added for convenience, as wings accumulate in large quantities).

  • The recipe for “Troll Essence” was changed, and the potion itself is now stronger.

Economy

  • Some items that grant permanent mana bonuses became significantly more expensive (Spirit Elixirs, White Beer, Root of Male Power, the Astronomy book, Swampweed, and a few others).

  • Crawler Mandibles, Troll Hearts, Seeds of Battle, Life Elixirs, as well as Fire and Magic Protection potions, became more expensive.

  • The recipe for the three homemade belts is now slightly more complex.

  • Gold yield from several gold veins in Jharkendar slightly reduced, but during vein regeneration in Chapter 4 they will contain more gold.

  • The “Merchant” passive skill was removed from the Thief class and replaced with a new skill that does not affect income.

  • Prices reduced for many items the Hero usually only finds or gets for free (armor, jewelry, junk / starter weapons, etc.).

  • Several dozen loose ore pieces lying around Khorinis and the Valley of Mines were removed.

  • Loot tables and drop chances from oysters/scallops slightly adjusted.

Balance Changes

  • Runic Skeletons had their mastery level in weapon handling reduced by 1 (now Veteran combos instead of Master, and Warrior combos instead of Veteran).

  • Hidden bonus on Fire Tongues changed (from fire resistance to health).

  • Hidden bonus on Demon Hearts removed (replaced with experience).

  • Crafting many Agnis now requires more materials — applies to defense, health, and mana Agnis.

  • Staff of Darkness slightly reworked — its extra attack consumes more mana and no longer kills innocent NPCs.

  • Cord now gives Warrior and Thief classes a unique weapon instead of the standard one (help dialogue – “I need your weapon”).

  • Pek now also gives unique weapons to the militia (in Chapter 2 – second weapon request from Pek).

  • Upgrading Shadow Garb from level 2 to 3 now requires 3 Black Troll Skins instead of 2; the level 4 upgrade recipe is slightly more complex; defensive stats of Shadow Garb levels 1–3 were reduced.

  • Black Troll Skins are no longer sold in Khorinis in Chapter 2.

  • Rebalance of all melee weapons for Thief and Warrior (higher damage, lower requirements), especially early and standard merchant weapons; several new swords, maces, clubs, etc. added.

  • Reduced the amount of permanent mana that could be stolen (–10 mana).

  • Experience gain from pickpocketing slightly slowed.

  • Added several new pickpocket targets.

  • Reduced the cumulative experience bonus from Mental Elixirs.

  • Thief Amulet slightly buffed.

  • Effects of Fast Herring, Carver, and Silencer strengthened.

  • Fewer items are now required to obtain the one-time hidden bonus (food, trophies, drinks).

  • Experience gained from red and green XP crystals reduced.

  • Bonuses of some Priests’ Language Tablets changed.

  • Bonuses from profession ranks, some achievements, and several titles were slightly weakened or replaced.

  • Growth of health from various bonuses slowed down.

  • Learning the Spirit Elixir recipe is now more expensive.

  • Experience required per new level slightly increased from level 10 onward.

  • Ring of Invulnerability (from Lutero) strengthened.

  • Books of Knowledge removed from dragon inventories (except the dragon on Irdorath).

  • Effect of Crawler Body now lasts 10 minutes instead of 6.

  • Dexterity bonus duration from Bandit Outfit increased to 60 seconds.

  • Some stone tablets in Khorinis (simple ones bought by Vatras) were removed or replaced.

  • Gift of the Sleeper amulet (militia) slightly improved — when it removes poison, it now also grants 5 seconds of poison immunity.

  • Damage of the skill Death in the Weapon of Darkness increased by 100.

  • Physical defense of the final Paladin and Dragon Hunter armors slightly increased.

  • Duration of Beliar’s potions (Warrior class) increased — from 6 to 10 minutes and from 9 to 15 minutes.

  • From Chapter 3, the Warrior class will automatically receive an improved Beliar potion for the same price as the normal one (free after the daily sacrifice).

  • Bonuses of many food items changed and strengthened.

  • Loot in some chests and hideouts adjusted.

  • Blood Ring from Skip slightly buffed.

  • Activating the Berserker Ring now costs 4 LP instead of 3.

  • When turning in trophies to Xardas, you now receive some experience in addition to gold.

  • Plus many other smaller changes.

Enemies

  • Witches now use ice/frost-based spells and abilities (renamed to Ice Witches).

  • Nazgûls gained poison abilities and the ability to summon poisonous flies (replacing Wind Strike).

  • Hands of Beliar and Guardians (Irdorath) had their attack spells adjusted.

  • Mini-bosses now regenerate strength if it has been reduced 3+ times (by spells or weapons).

  • The Obsidian Gargoyle will regularly increase its strength during combat (cap: 1000).

  • Poison removed from the Phenomenon in the monastery cellar and some visual effects removed (effect overload sometimes caused crashes); its mana burn and one offensive spell were strengthened instead.

  • Some monsters were strengthened (scavengers, ice golems, etc.), while others were weakened (e.g. mini-bosses Builder, Bulg, Ice Titan).

  • Health of several story bandits in Jharkendar, including Raven, increased.

  • All Constructs (golems and similar creatures) are now considered Servants of Darkness (they ignore Shadow Garb level 3+).

  • The Stone Dragon now summons Ancient Guardians instead of Granite Golems.

  • Creatures summoned by Lord Archol (Irdorath) were changed; they now spawn without delay. Archol himself was slightly buffed and received different armor.

  • Clay Guardians (“cookies”) in Jharkendar now hide their name and HP bar until they become hostile, making them harder to detect.

  • Stone golems at the Khorinis excavation site also hide their name and HP bar while lying dismantled, and their name will no longer change after loading once they reform.

Magic

  • Damage of paladin spells increased.

  • Paladin spell Meditation changed — it now consumes health instead of mana and restores mana, while still providing mana regeneration for 10 minutes; learning cost and gold price slightly increased.

  • The additional effect of Grace (paladins) now lasts 10 minutes, matching Meditation’s regeneration.

  • Paladin combat magic now also affects Constructs (since they are Servants of Darkness).

  • Casting animation of Fire Mage healing spells changed (faster); paladin healing animations unchanged.

  • Damage of Water Snake slightly increased (to compensate for its awkward animation).

Quests / Dialogues

  • In the quest Fernando’s Trade (information about the Valley of Mines), an option was added to let Fernando read Garond’s letter — this increases the quest reward; the letter and higher reward are noted in the journal upon accepting the quest.

  • Ambient NPC dialogues adjusted — if the conversation partner is busy or absent, the NPC will no longer stare into space but switch to a daily routine like “thinking about something important.”

  • Hints for achievements were added to some dialogues and quest descriptions (journal) — read the journal.

  • For most named NPCs, refusing dialogue with the Hero is again enabled if the Hero belongs to their guild but wears different armor; this can be bypassed simply by removing the armor.

  • Several texts, descriptions, and some dialogues were changed.

Bugs / Incomplete Features

  • Fixed reactions of some NPCs to Shadow Garb when the Hero is not in a guild.

  • The Wanderer Hero can no longer steal the monastery library key.

  • Game crashes when killing Nazgûls with the Staff of Darkness were likely fixed.

  • Fixed unfinished daily routines of various NPCs.

  • Fixed issues with post-mortem rune drops from enemy mages and mage monsters.

  • Zombies lying on the ground no longer play the “standing up” animation if attacked by spells, companions, or ranged attacks — they stand up immediately, preventing infinite free hits.

  • Forced dodge animation (triggered by scripted enemy attacks like the swamp golem explosion or Ice Titan special attack) slightly adjusted — the Hero should get stuck less often.

Sounds and Visuals

  • Several new book and alcohol models.

  • Names of some NPCs changed (Templars and Praetorians renamed to Knights; nameless NPCs immune to sleep and poisoned alcohol renamed to Guards — Guard of Bladwin, Gate Guard, Bandit Guard; some NPCs received proper names).

  • Several textures replaced with more suitable ones (white stone texture, sky textures in Khorinis and Jharkendar, pyramid textures in Khorinis, some textures in Xardas’ tower, etc.).

  • In the Jharkendar swamp, dozens of tree models replaced; bushes, vines, and other visual decorations added.

  • New mini-graveyard partially added in Khorinis (on the hill near Vino’s cave) and a garden around the town hall.

  • Healing visual effect slightly adjusted so it doesn’t block the Hero’s view.

  • Many new sounds and Hero voice lines when using items and activating effects.

  • A few fun additions in the form of NPC animations/actions in certain quests/dialogues (e.g. the mini-scene of handing three swampweed stalks to Vatras to restore the Eye of Innos).

  • Several new NPC armors.

  • New models for gold coins, King’s Sorrel, wormwood, swampweed, goblin berries, red pepper, pouch of ancient coins, etc.

  • Several gameplay options added directly to the mod’s ini file and now enabled automatically (disabling animated dialogue windows, disabling item pickup animations, enabling hidden buff buttons and needs, etc.).

  • About a dozen new hideouts, many added world objects, fixed texture holes, and more.

Poisoner Skill (Warrior class)

  • The Warrior class gains an additional starting skill — Poisoner.

  • The skill allows poisoning wine or spirits and offering them to nameless NPCs (spirits to men, wine to women).

  • Such a “feast” grants the Hero experience and is lethal to the NPC (loot can be taken); it grants more experience than beating NPCs, but you cannot gain XP from both beating and feasting, so tricks don’t pay off.

  • The Berserker Ring now also grants bonus experience for kills via poisoned wine/spirits (Khorinis only, as it only works there).

  • Seeds of Battle do not affect experience from poisoned alcohol kills and are not consumed.

  • WARNING: after the feast, you must move away from the victim within 3 seconds, otherwise nearby NPCs will identify the Hero as the killer and attack — details are in the poisoned alcohol description.

  • A small reaction from nearby NPCs was added for mysterious neighbor deaths (if the Hero managed to step away in time).

  • Poisoning alcohol is done at an alchemy table; wine requires rotten meat (mostly from zombies), spirits require a stinger. Warriors learn how to obtain stingers from Cavalorn.

  • Wine and spirits for the Warrior class appear slightly more often at merchants in Chapter 1.

  • Other classes can find a few bottles of poisoned alcohol in Khorinis purely for fun.


Renovation (Renovace) Version 0.6

Graphics

  • Global graphical update of the mod.

  • Almost all textures and many models have been improved, replaced, or fixed. Several new models have been added for various world objects.

  • All vanilla textures (already included in Gothic’s files) and all unused textures have been removed from the mod’s resources.

  • Some textures were created entirely from scratch and do not appear in other mods. Other textures were additionally modified or edited to match the new visual style of the mod.

  • Khorinis has been visually enhanced, the Valley of Mines has been completely redesigned, and partial work has also been done on Yarkendar’s textures. Graphics are now improved in nearly all areas of the game — clothing, monsters, architecture, interiors, nature, landscapes, plants, interactive objects, environmental items, inventory items, and more.

Armor

  • New starting outfit for the Hero (additional, obtainable from Xardas).

  • New upgradable armor for the Warrior class (Monster Slayer Armor, blueprint sold by Matteo).

  • New warm clothing for townsmen (9 variants), townswomen/farm women (5 variants), farmers (2 variants), innkeepers in Khorinis, street blacksmiths in Khorinis, and a special outfit for Abuin.

  • New, improved, or fixed textures and models for existing armor: Hunter’s outfit, Thief outfits (3 variants), Artifact Maker robe, 2 Water Mage robes, Xardas’ robe, Raven’s armor, Kor Angar’s armor, 4 Shadow outfits, Valentino’s outfit, Ring of Water armor, cook outfits (in Yarkendar), Purification Armor and Light Armor (now brighter), Nazgûl robes and Cloaks of Darkness/Mist (darker), rags/armors/berserker armors, medium and heavy Old Camp armors (worn by bandits), winter Militia and Guard armors, Scout outfits (Valley of Mines), Dragon Slayer armor (3 variants).

  • Completely new armor types for some bandits in Khorinis, several named apprentices, and ship guards.

  • New pants variants for miners (5 types).

  • New armor for rune skeletons, rune zombies, skeleton knights, and skeleton lords.

  • 2 new armor types for adventurer NPCs (dragon hunters) and more.

Weapons and Inventory

  • The Axe and Rapier of Darkness have been replaced with the Halberd and Spear of Darkness (new models with increased attack range).

  • New model for “Wind of the North” (increased attack range) and several other two-handed axes.

  • New models/textures for hunting trophies (large claws, sharp claws, teeth, fangs, demon hearts, dragon eggs, quest bones, bug meat, roasted and rotten meat + new Monster Slayer trophies).

  • Two dozen new models for rings and amulets.

  • New models for old coins, tokens, quest wallets, blueprints/recipes, notes, various pouches, and some plants.

Monsters

  • All summoned creatures now have their own textures, models, or armor and are visually distinct from regular monsters of their type (update includes rune demon/archdemon, rune skeleton/skeleton, rune zombie/zombie, rune idolan, rune warg; other rune monsters already had unique textures).

  • New winter textures for Khorinis monsters — harpies, field beasts, lizards, lurkers, rats, poisonous flies, and 3 types of goblins.

  • In addition to winter skins, new textures were added for: corpses, fire lizards and another lizard subspecies, demon and archdemon, one type of shadowbeast (Valley of Mines) and its skeleton, plague zombie (formerly rotten zombie), another goblin type, vampire, mantis, acid creature, crocodile, stone and swamp golems, and the Mad Guardian (Yarkendar).

  • New armor for Uruk-hai (elite orcs) and new textures for orc warriors, shamans, and scouts.

Architecture and Interiors

  • Completely new texture set for Xardas’ towers in Khorinis and the Valley of Mines — walls, floors, ceilings, pentagram (not perfect, but funny), plus minor lighting tweaks.

  • Most city textures of Khorinis replaced, including all buildings and underground areas (sewers): stone walls, parts of roofs, wooden beams and frames, various floors and pavements, stairs, etc.

  • New textures and models for many interior and interactive objects: bookshelves, dressers, book stands, various tables (around ten types), beds, nightstands, cabinets, window sills, window and painting frames, shop counters (+1 new type), shop signs, podiums, cooking plates, decorative shields and armors (wall-mounted), large statues (+special ones for Irdorath), Innos altars (2 types, one frozen), Beliar sacrificial altar, chairs, thrones, shelves, chests, locks, levers, doors, city and pirate flags, some carpets, fur racks, paintings in houses (all standard replaced + 4 new types), interior skulls, firewood, ropes, harbor cranes, fishing nets, sails, mill blades, carts, anvils, fireplaces, buckets, grindstones, rune table, cauldrons, sacks, tents, beams, planks, supports, teleport platforms, crates, barrels, and more.

  • New textures for ships.

  • Large texture pack for the Valley of Mines — castle, Xardas’ tower, all houses and structures, all wooden objects including furniture, and more.

  • Fixed errors in all locations and added several interactive objects (firewood for crafting arrows/bolts, meat fire pits, etc.).

Nature

  • Replaced textures and models of some plants.

  • New daytime and nighttime skies in all locations.

  • Updated some trees in Yarkendar and the Valley of Mines, winter spruces, stumps, and winter tree bark in Khorinis.

  • New textures for swamp water in Yarkendar and the Valley of Mines, and new swamp water for Khorinis (stylized as ice).

  • New textures and models for swamp plants — lilies, floating plants, reeds, etc.

  • New textures for winter rocks and caves, plants across winter Khorinis, warm Yarkendar, and the Valley of Mines.

  • Fixes and minor additions for every mod location.

  • Completely redesigned Valley of Mines — rocks, stones, caves, soil, clouds, and some plants (now harsher in appearance).

Miscellaneous

  • Several new, changed, or improved textures: Hero’s face (now with a beard), human body textures, new blood textures (separate for reptiles, insects, warm-blooded and demonic creatures, unique for undead and golems), new Yarkendar loading screen and new chapter loading screens (temporary — not matching mod textures yet, but better than old ones), improved visual effects for fire spells, and more.

  • Partially changed lighting in caves and houses in Khorinis — atmosphere is now more realistic and medieval.

Balancing

  • Increased base damage of all versions of Demonic Needle and Alshpis of Nergal.

  • One piece of ore now yields 50% more ore arrows/bolts; one Magisterium yields 50% more Magma arrows.

  • Almost all scrolls are now cheaper (gold price).

  • “Bone Army” spell now summons 5 skeletons instead of 6, with 1 skeleton being empowered.

  • Apprentice Constantine now offers more useful bonus items for sale.

  • Daily health regeneration (from Vatras’ gifts, blessings, certain meats, and new Monster Slayer trophies) now stacks based on regeneration strength (x2, x3, etc.).

  • Defensive stats of some early armors adjusted.

  • Dexterity requirement removed from the Circle Hauberk.

  • Increased health bonus for upgraded Slave Pants and Enlightened Apprentice Robe.

  • Crafting Weapons of Darkness for combat guilds now checks bow/crossbow skill and strength/dexterity instead of class — more options for hybrids and the ability to alter available weapons (via items or temporary buffs).

  • Equipping Weapons of Darkness now requires only mana (no strength or dexterity).

  • Reduced prices of some crafting consumables (coal, peat, quartz, etc.) and slightly increased their availability in loot and shops.

  • Almost all bows and crossbows received skill bonuses.

  • Slightly increased availability of steel for purchase (Chapters 1–2).

  • All items without a listed price now truly cost 0 gold.

  • Bennett’s sword (starting ore sword for mercenary Hero in Chapter 1) has been strengthened.

Quest Changes

  • Fake Shares: if Salandril is defeated and sent to the monastery, he will be removed from the world in the next chapter and his future chapter inventory will be added to Gorax. An apprentice named Dietrich will appear in Salandril’s shop, informing the player of the former owner’s fate and the inventory transfer.

  • Scandalous Theft (Bosper’s crossbow): quest reward now grants a bonus to crossbow or bow skill.

Enemies

  • Switching between melee and ranged weapons for NPCs is now harsher: NPCs switch to bow/crossbow if they lose sight of the Hero (e.g., Hero hides behind a tree), if the Hero moves to higher ground, or retreats more than 7 meters. Switching back to melee is possible only once — the second activation of bow/crossbow makes the NPC a pure ranged fighter until the end of combat.

  • Son of Ice can be frozen by scroll/rune for a maximum of 5 seconds (with text and sound warning); Mother of Ice can no longer be frozen by Ice Prison or Ice Ring at all.

  • Knockdown added to attacks of Old Guardians (summoned by the Stone Dragon).

  • Added a new enemy — the Yeti (Valley of Mines, Ice Dragon area).

Small Additions

  • Added NPC reactions to minor physical actions near the Hero.

  • Added small XP bonuses for confiscating certain documents during NPC dialogues — only unnecessary and thematically related documents are taken (e.g., Luther’s debt note when handing over Bloody Cups to Cassia). Some documents cannot be confiscated and give no bonus; their description will note “Can be discarded after reading.”

  • Added Elixir of Precision — increases bow/crossbow skill by +25 for 30 minutes, suitable for early ranged characters; with Archer’s Aura it also increases damage. Cannot be crafted, only bought: in Khorinis from Bosper and Khaled (Chapters 1–2), in Yarkendar from Fisk, Garrett, and Juan, in the Valley of Mines from Sengrat. Availability and quantity depend on learned arrow/bolt crafting skills. Warning: in Chapter 3 all Precision Elixirs disappear from shops.

  • Added several new rings and amulets — sold only by Jora and Baltram.

  • Added several missing/new Hero voice lines (e.g., new variants of “Hey you” / “Hey” when addressing NPCs from behind).

  • The Hero can now choose a reward from Beliar (for every 3 sacrifices); a new reward added for the Sorcerer class.

  • Information about crafting Plate Armor can now be obtained not only from Gesthath but also from Grimbald (Erol sells some plates). Plate armor can now be obtained already in Chapter 1 without leaving Khorinis; armor defense reduced, now requires strength instead of dexterity; smelting recipe simplified (fewer plates, upgrade hearts available from Erol); smelting bonus changed (now health regeneration). Plate belt for the full set is available from Matteo and Bennett after Wolf hands the finished armor to the Hero.

  • Shadow Outfit must now be crafted — instead of ready armor in Ramirez’s inventory, there will be a blacksmithing blueprint. Note: the blueprint appears only after the initial conversation with Jasper and only for the Thief class.

  • Assassin’s Sword (from Ramirez) gained a bleeding effect (activates once per enemy, immediately on the first or second hit). A two-handed counterpart appears in Fingers’ chest, only for the Thief class and after the starting conversation with Jasper. Sword damage and requirements reduced, defense bonus removed. In Yarkendar, a strengthened two-handed version with higher bleeding effect can be found.

  • Added option to sleep until 9:00; other sleep conditions unchanged (sleeping allowed only from 20:00 to 5:50).

Monster Slayer

  • Added a new build for the Warrior class based on new armor.

  • Armor recipe sold by Matteo (Warrior only); requires learning Smithing and Leatherworking.

  • Armor can be upgraded infinitely — limited only by resource availability.

  • Defense and damage can be upgraded (armor increases damage with all weapon types). Upgrades require trophies from powerful monsters — golems, demons, trolls, etc.

  • Monster Slayer Armor allows the Hero to find unique trophies on strong monsters, which can be eaten, sold, or used to strengthen the armor (depending on trophy type).

  • 12 new types of trophies available for Monster Slayers; some can also be found in hidden stashes and shops.





Comments

Rated 0 out of 5 stars.
No ratings yet

Add a rating

Myrtana.net

©2023-2026 by Fortuno. Myrtana.net.

bottom of page