原文:
Weapons and armor
- Protection values of armor, shields and helmets revised.
- Requirements of strength and perks to use a shield implemented.
- New reputation requirements when buying armor.
- Farmer's, Ranger's and Nomad's clothes are now treated as robes.
- Damage, gold value, and required attributes of weapons revised (swords, large weapons, bows, staves, magic staves, woodcutter's axe and pickaxe).
- The main required attribute for the Master sword is now dexterity.
- Some special swords and large weapons grant additional bonuses.
- The hero needs Ancient Knowledge of 250 or 300 resp. to wear the Crown of Adanos or the Robe of Adanos.
Quests
- (Almost every of the) Quests, for which the hero has to kill someone, will be cancelled or can not be succeeded anymore, when the quest giver dies.
- The hero also gets a little attribute boost as a reward if he decides to follow Xardas ("Adanos way").
Experience points
+ The hero gets experience points for pickpocketing.
- Less experience points for killing harmless animals like rabbits, snakes, cows etc.
- For killing a Goblin Shaman, one now receives +70 experience.
- Black Trolls now are stronger than regular trolls. When the hero kills them, he will receive +700 experience.
Perks, magic, attributes
- The hero has to invest twice as much gold and learning points to increase strength, hunting skill or ancient knowledge if he already has 250 points or more.
- Bookshelves and large stone tablets only provide 3 instead of 5 points of ancient knowledge or alchemie resp.
- Permanent bonuses of potions and small stone tablets changed.
- Adjustment of required attributes, learning points, and gold costs when learning perks.
- The reduction of the perk "Mana regeneration" from CP 1.5 is now only in effect when "alternative balancing" is switched on.
- The perk "Regeneration" (of hitpoints) is not active when the hero carries a weapon in his hand.
- The regeneration of life energy is now percental (1,25 % of max. life energy per second).
- The perk "Acrobatics" won't make the hero immortal when falling.
- After learning the perk "Masterthief", the hero can commit thefts in cities without being taken to task for them (as long as nobody witnesses the theft).
- The perk "Magic staves" gets more powerful when the hero's ancient knowledge increases.
- Adjustment of required attributes, learning points, and gold costs when learning new spells.
- Dependencies on perks or spells when learning spells added.
- Dependencies between perks revised.
- Adjustment of mana usage of some spells.
- Power and effect of several damage spells revised.
- The spells Hailstorm, Fire rain and Time bubble will take effect around the NPC in focus, not around the hero.
- Some of the "highest knowledge" spells have been exchanged.
- When starting a new game, the hero has 150 stamina points.
- The hero loses slightly less stamina when running than before.
- While a menu is open, the hero won't regenerate stamina, life energy or mana.
- During a parade, the hero will only regenerate as much stamina as if the hero was diseased.
- If the hero has too few stamina points, his hits will be slower in melee fights.
Combat
- Goblin shamans don't cast homing fireballs anymore, only normal ones.
- Fighting behaviour of Xardas improved.
- New damage and protection calculation when NPCs hit the hero with melee weapons.
- When playing with difficulty "hard", bows and crossbows cause 20% more damage than before.
- When humans or orcs fight with fists, they cause less damage.
- The hero's oponents suffer less damage during arena fights.
Other topics
- Rearmament of a disarmed NPC toned down.
- Some particularly mighty weapons can't be bought from traders anymore. Those special items are only be available by looting chests.
- Traders pay the hero slightly less gold for his goods.
When NPCs use weapons, they are able to block an attack completely.
- The hero can block constantly for 2.5 seconds at most.
- NPCs can't block forever, too, but longer than the hero.
- A successful block can be recognized by a corresponding sound.
- Enemies won't hit from too far away so often.
- NPCs who use a weapon can walk in a circle around the hero.
- The "intelligence" (or error frequency, resp.) of NPCs is attached to the level of difficulty.
- Arena fights are one level harder than other fights.
- Animals and monsters are able to sprint to their enemies.
- Hit probability of animals and monsters potentially improved.
- Animals and monsters use different combat tactics when the player rightclicks constantly.
- Nearly all animals and monsters now chase after the hero longer than before.
- The hero can be attacked by a maximum of one, two or three melee enemies at the same time (depending on the level of difficulty).
- Attack frequency of boars, wolves, Temple guards etc. decreased. Exceptions: zombies and mummies.
- Attack movements of trolls are slower.
- Some mages are able to summon creatures who help them when the hero attacks them or their comrades.