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Don't go playing hero before you reach chapter 4! Magic has been revised a lot. Fire mages are now truly fearsome: each subsequent attack lowers enemies' resistance to fire and makes them burn even better. Water mages now can randomly freeze enemies with their offensive spells. Frozen enemies suffer much more damage from Water spells.
Necromancers have access to a unique demon servant and powerful offensive spells which randomly deal critical damage. And on top of that, you can play as a Guru of the Swamp Brotherhood. Gurus have great crowd-control spells and ranged poison attacks. Mages now have their specific attribute: intelligence. It defines your magical power and influences the rate at which your mana regenerates, but you can't invest your learning points into it.
You have to read books or perform other specific actions to increase it. Another important change for mages: usually, you have to learn runes from lower magic Circles to access their better versions from the next Circles. To craft a Fireball rune, you must learn Fire Arrow.
Besides, you'll need a definite amount of mana to step into the next magic Circle, like for the third or for the fourth. Mages now have to wear robes for maximum damage output. Runes don't do as much damage when you wear other armor, but they are still viable. The summoning system is way different from what it was back in the original game. The new summoning limit doesn't allow you to conjure up a whole army, but your summoned creatures will stay around until they die in combat or if you choose to release them.
Each summoned creature drains your mana over time, even more so when in a fight. It's possible to offset it by learning mana regeneration: the greater your mana pool and intelligence, the faster your mana regenerates, and soon you'll be able to keep creatures around for as long as you wish.
The Nameless Hero now has stamina in addition to health and mana. Just like in Gothic 3, you can use it to sprint, jump and fight. When it reaches low values, your attacks become slower, the mana regeneration rate decreases and your attacks do less damage.
You can increase your stamina like any other attribute by training or consuming permanent elixirs. The same is true for health: you can now use learning points to increase it directly. Damage subtypes were introduced: you'll deal more damage to skeletons and stone guardians if you fight them with blunt weapons, and your dark magic won't be as effective against undead enemies as banishing spells or fireballs.
In addition to that, damage-over-time effects like bleeding, burning and poison were implemented. Combat has become more dynamic: you can sprint to close up quickly, hit multiple enemies at once with melee weapons, and arrows always damage the target if they actually hit.
In the original game, your chance to damage enemies depended on your skill with either bow or crossbow. In Returning, your skill values decide which ranged weapons you can equip: the higher it is, the better bows and crossbows you can use.
Besides, you can now move around while shooting or drawing your bow. Combat staff is a weapon of choice for any mage: it does additional magic damage and is easy to fight with, but not suitable for brutal melee encounters with hordes of enemies. Some combat animations have been tweaked, and new movesets appeared, like sword-and-shield fight style.
Blocking attacks with two-handers became easier and faster, and fighting animation for combat staves is different from two-handed swords. The crafting system is now more diverse: you can make your own arrows and crossbow bolts including fire arrows, magic arrows etc.
The hunting skills are now way more important, and learning them is actually a must for every character: if nothing else, you can sell all trophies at the Hunters' camp for a nice price. Chest unlocking is different depending on your character build. Now, you don't have to learn lockpicking to get the treasure. As a warrior, you can force open chests if you have enough strength, and mages have access to an "open locks" spell.
The devs also made HUD updates: you can customize it to show day time, Karma points and other things. You can now turn on damage display for both dealt and received damage, useful for judging your combat efficiency with various gear.
In Returning 2. If you steal things or murder people, you increase your Beliar Karma. The dark god will also favor you for certain actions during quests, like cheating people for your own gain. Innos will reward you for being just and helping people.
A majestic Innos shrine below the monastery in Khorinis. If you're righteous, this is where you receive divine gifts. With both gods, you can make donations and pray regularly to get additional Karma points. You can spend these points to choose divine gifts: Innos or Beliar will increase your strength, mana pool, magic power and so on, or provide unique benefits like a magic shield on being attacked.
Note that you can't receive Innos gifts if you play as a Necromancer, and you can't be favored by Beliar if you're a Paladin. See new chat messages, friend invites, as well as important announcements and deals relevant to you. Your friends. Friends list is currently empty. Connect with friends.
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