Gothic 2: Renovation Mod – Update 0.54
- F0rtuno
- May 3
- 5 min read
This version includes the latest bugfixes and content updates.
The mod is available on Steam and the Russian forum. German, English, and Polish localizations will be added to Steam soon (English will be machine-translated using PROMT).
Once the premium-quality Czech translation is complete and released, a downloadable machine English version will also be available on the website for those who prefer not to use Steam.
About the Czech Version
Currently, the Czech translation is only available for the previous mod version and is based on Google Translate. A premium-quality AI Czech version is in development for this and all future versions. Please be patient – this changelog serves as an informational preview, and the new translation will include these changes once released.
📜 Main Changes
Quests / Events (AI-translated section)
Blood Chalices
– Fixed a bug that prevented starting the quest if the Hero was wanted for crimes in the city.
– Kassia can now reward the player with a one-handed saber in addition to the two-handed glaive; both weapons received slight stat boosts.
Monastery – My Home
– If the Hero joins the Novices by paying 1000 gold and offering a sheep, Opolos will reward him with 1 Agnis Wine and 1 Agnis Water.
Diego's Stash
– Diego’s bag of gold now appears only in Chapter 3 (to prevent early visits to the Valley of Mines).
(Non-quest additions)
– A new character, Trokar, has been added to Jarkendar, along with a small but sad personal story.
⚖️ Balance Changes
Magic & Spells
– Slightly increased damage of the following spells: Discharge, Fire Arrow, Xardas' Rune, Frost Arrow, Water Needle, Geyser, and Fire Burst.
– Frost Arrow’s secondary effect was fixed and strengthened.
– Learning costs for almost all runes have been increased.
– Summoner skill costs have been increased.
– Requirements for learning 3rd and 4th magic circles early have been raised.
– Early learning of 3rd/4th circles requires more mana for the Artefactor than for Rune Mages.
– The Sleep spell can now affect Paladins (except the strongest ones and gate guards); witches have been vulnerable for a few versions already.
– Two new runes added for the Artefactor.
– Increased damage of starting spells for witches, liches, and Nazguls.
Enemies
– Liches (skeletal mages) now have a new spell instead of Frost Arrow and regained strafing AI.
– Defense and, in some cases, HP adjusted for many early-game monsters (e.g. black goblins, wolves, snappers, lurkers, harpies).
– In the battle with Shsang Xoss (City of Lost Souls), if one of his Shadows is killed, he not only heals but teleports to the Hero and destroys all summoned creatures.
– Nazguls in Chapter 3 will use a new skill when facing an Artefactor.
– In Chapter 4, Nazguls can use Wind Fist once per fight (twice in Chapter 5); players can “bait” the Wind Fist and force them to switch to Fireball for the rest of the fight.
– Demons and Archdemons now reduce summoned creature lifespans with their ranged attacks.
– Bone Pilgrims now have improved HP/mana drain and healing effects.
Skills
– Increased cost of Sniper’s Aura.
Crafting
– Changed recipe for Corrupting the Cloak of Darkness.
– Added recipes for creating and upgrading Artefacts (Artefactor-only).
Prices
– Rune Stones are now more expensive.
– Royal Sorrel price slightly increased.
– Salvation Potion price slightly increased (it also now fully heals when used from inventory).
– Holy Water (used mainly by Artefactors) is more expensive.
– Sun Elixirs are slightly more expensive.
Weapons
– Second attack of Katana/Nodachi now deals 150% dexterity damage (was 100%).
– Crushing dexterity-based weapons now grant +5 skill bonus.
– Slashing dexterity-based weapons now deal +10 more damage, but skill bonus reduced by 5.
– Mentor and Cult Mother inventories now contain more useful weapons.
– Starting gear for novices and beginner mages has been strengthened, with a few new items added.
Achievements / Titles
– The “Green Gourmet” achievement now requires 25 crystals instead of 30.
– Title names and bonuses have been adjusted (mostly for the Artefactor).
– New achievement added: "Kord" (only for guildless Heroes).
The Hero
– Warrior and Thief classes now start with bonuses to weapon skills (1H/2H + bow or crossbow).
– Starting HP increased by 25.
– If the Hero urinates while poisoned, the poison is purged. This can be done unlimited times on day one, then once daily, with some XP as a reward.
Locations
– Minor tweaks and added loot in Khorinis.
– Most Jarkendar chests had food removed and gold replaced with antique coins. Several other location fixes included.
Items
– Mana/HP bonuses reduced for the Spinepiercer, Council Pendant, Balance Talisman, and Balance Ring.
– "Ore Tincture" renamed to "Ore Drops": contains 300 drops, each restoring 3% mana, activating every 0.8s only when mana < 100%. Effects from multiple potions stack. Drop count is shown under "Hidden Buffs".
– Frozen Flame potion bonus slightly reduced.
– Fire resistance on Mercenary/Dragonslayer and Militia/Paladin armor slightly reduced.
🛠 Bugfixes
– Finally fixed frozen Lich AI (skeletal mages).
– Fixed various minor bugs in dialogues, quests, and conditions.
– Fixed an issue where the Sorcerer’s "Ethereal Sleep" passive mana bonus would disappear after removing any mana-boosting amulet (common exploit involving Firefly amulet after sleep). The bonus also no longer disappears after praying to Innos for mana.
✍ Texts & Descriptions
– Agnis items now clearly show their exact bonus; transmutation ingredients now show which stat they affect via Agnis.
– Numerous small text improvements and corrections throughout the mod.
🔮 Artefactor (formerly Monk Subclass)
– A new sub-guild, Artefactor, is now available under the Fire Mage guild.
– Artefactor has no exclusive quests — it’s a separate character build with distinct gameplay.
– Certain quests, rewards, and shop offers are adjusted for Artefactor.
– Specializes in melee combat, high mana reserves, and using exclusive magical artefacts in battle.
– Novices in the Monastery can choose between Rune Mage (default mage path) or Artefactor. The choice is final.
– Artefactors cannot create runes (except one unique rune), but they learn magic circles to unlock rune formulas which power their artefacts.
– Learning rune formulas is cheaper for them, and many runes are unavailable (only rune formulas needed for artefacts are accessible).
– They can still use any found or gifted runes.
– The unique rune is crafted in Chapter 5 using a recipe from the monastery cellar — useful for late-game fights and Irdorath.
– On joining, Artefactor receives small gifts from monks and 4 passive bonuses (curse immunity, reduced dark magic damage, mana regen via prayer, etc.).
– Milten gives an extra useful gift in Chapter 2.
– Artefacts are crafted and upgraded at the Rune Table using recipes from special books (earned on guild join or via quests).
– Most artefacts consume mana to function — Artefactors will need even more mana than Rune Mages, but get higher mana bonuses.
– Artefact upgrades require Holy Water, which can be bought in unlimited quantities at Innos Altars.
– Currently, 4 artefacts are available:
Robe – Defensive and buffing artefact. No mana cost. Can be upgraded three times. One upgrade grants knockdown immunity (against boars, shadow beasts, and some zombies).
Orb – Automatically attacks enemies. Consumes mana. Available in 8 variants. Grants bonus HP.
Staff – Melee weapon with two offensive spells. Each spell can be upgraded three times (total 9 variants). Spells consume mana. Physical damage scales with mana. Adds minor defense bonus.
Ring – Auto-healing and mana regen artefact. Healing uses mana. Can be upgraded twice to greatly improve regen and slightly boost healing. Also grants mana bonus, which increases with upgrades.

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