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Just found out that the fear spell is absolutely wonderful.

But now I'm trying to figure out what determines whether or not targets run when you cast it... some targets never seem to run, while others run occasionally.

But then some seem to run every time I cast it.

Anyone have any idea?

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CURRENT RESEARCH INFORMATION ON FEAR:

First off, it's the most easily found non-teleport rune that I'm aware of. It can easily be found without even pushing the boundaries of dangerous enemies before you can even get the circle required to cast it!

It costs 50 mana, which seems like a lot but considering its effect it's totally not.

Seems to take approximately 1.5 seconds to cast.

The range at which you 'target' something is misleading, it only takes effect at about half max spell distance. It's an AoE effect centered on you.

Holds ALL targets for 5 seconds. If any targets are engaged in a different animation (like drinking gin) at the time they finish that animation and THEN the full 5 second hold effect takes effect. Only humans seem to show a really obvious 'hold' animation.

ADDITION: Attacking someone who is held by the 5-second duration immediately inflicts the fear effect upon them.

After the 5 second duration ends aggro is reset and SOMETIMES targets run like mad along mostly preset paths.

The actual 'Fear' effect (running) is NOT cancelled by damage and seems to be PERMANENT (I tested for over 5 minutes before the orc from the pass was finally killed in the Red Lantern brothel in Khorinis) while you are near them! I theorize that it dissipates immediately when you are out of range from the feared targets.

All-in-all seems to be a FANTASTIC spell.
Post edited April 12, 2015 by bushwhacker2k
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bushwhacker2k: Just found out that the fear spell is absolutely wonderful.

But now I'm trying to figure out what determines whether or not targets run when you cast it... some targets never seem to run, while others run occasionally.

But then some seem to run every time I cast it.

Anyone have any idea?

===

CURRENT RESEARCH INFORMATION ON FEAR:

First off, it's the most easily found non-teleport rune that I'm aware of. It can easily be found without even pushing the boundaries of dangerous enemies before you can even get the circle required to cast it!

It costs 50 mana, which seems like a lot but considering its effect it's totally not.

Seems to take approximately 1.5 seconds to cast.

The range at which you 'target' something is misleading, it only takes effect at about half max spell distance. It's an AoE effect centered on you.

Holds ALL targets for 5 seconds. If any targets are engaged in a different animation (like drinking gin) at the time they finish that animation and THEN the full 5 second hold effect takes effect. Only humans seem to show a really obvious 'hold' animation.

After the 5 second duration ends aggro is reset and SOMETIMES targets run like mad along mostly preset paths.

The actual 'Fear' effect (running) is NOT cancelled by damage and seems to be PERMANENT (I tested for over 5 minutes before the orc from the pass was finally killed in the Red Lantern brothel in Khorinis) while you are near them! I theorize that it dissipates immediately when you are out of range from the feared targets.

All-in-all seems to be a FANTASTIC spell.
I generally have just used it to clear an area where I want to do things unseen. Never tried it with orcs, beasts, etc. Might be very useful when greatly outnumbered and needing some running room. Here's a fun one involving fear but not the spell: at least some orcs (I only tried it with shamans) are scared to death of shadow beasts. Turn into one, charge the shaman, and chase him down as he runs for his life. Great fun!
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lordhoff: I generally have just used it to clear an area where I want to do things unseen.
Oh, that does make sense. Interesting, I might be able to save 5 LP from sneak next time I play a mage...
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lordhoff: Never tried it with orcs, beasts, etc. Might be very useful when greatly outnumbered and needing some running room.
Very true. Still wish I knew what actually causes the 'fear' effect when you cast it.
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lordhoff: Here's a fun one involving fear but not the spell: at least some orcs (I only tried it with shamans) are scared to death of shadow beasts. Turn into one, charge the shaman, and chase him down as he runs for his life. Great fun!
Nice :D

Is that some carry-over thing from Gothic 1 or vanilla Gothic 2? One Orc Warrior is stronger than a Shadowbeast unless I'm quite mistaken so it's weird that they would run from them.
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bushwhacker2k: Anyone have any idea?
AFAIH, it had something to do with your/opponent's level, but no exact research on that; definitely don't consider this as proven.
Though, the only "immune" monsters/NPCs are Dragons (confirmed). You should be able to cast Fear on everything else.
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bushwhacker2k: Anyone have any idea?
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helpo1: AFAIH, it had something to do with your/opponent's level, but no exact research on that; definitely don't consider this as proven.
Though, the only "immune" monsters/NPCs are Dragons (confirmed). You should be able to cast Fear on everything else.
What gets me is that on the same guys sometimes it works and sometimes it doesn't. Very strange.

EDIT: Oh! Just confirmed that attacking someone who is currently held by the 5-second duration immediately causes the fear effect on them!

EDIT2: Well now I'm having trouble finding anything that ISN'T affected by it...
Post edited April 12, 2015 by bushwhacker2k
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bushwhacker2k: EDIT2: Well now I'm having trouble finding anything that ISN'T affected by it...
->
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helpo1: Though, the only "immune" monsters/NPCs are Dragons (confirmed). You should be able to cast Fear on everything else.
(Cut out the long part about MP used.)

func void Spell_Cast_Fear()
{
if(other.guild != GIL_DRAGON)
{
AI_SetNpcsToState(self,ZS_MagicFlee,1000);
};
};

(Cut out the long part about MP used.)

func void Spell_Cast_Fear()
{
if(other.guild != GIL_DRAGON)
{
AI_SetNpcsToState(self,ZS_MagicFlee,1000);
};
};
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helpo1:
O_o wait, then what does it mean that some enemies I cast it on weren't affected? Did something override the MagicFlee?
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bushwhacker2k: O_o wait, then what does it mean that some enemies I cast it on weren't affected? Did something override the MagicFlee?
That's probably something with this:
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helpo1: AFAIH, it had something to do with your/opponent's level, but no exact research on that; definitely don't consider this as proven.
For as far as I could find in the scripts, the dragons are the only clearly, technically excluded group. The other things are just my opinions.
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bushwhacker2k: O_o wait, then what does it mean that some enemies I cast it on weren't affected? Did something override the MagicFlee?
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helpo1: That's probably something with this:
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helpo1: AFAIH, it had something to do with your/opponent's level, but no exact research on that; definitely don't consider this as proven.
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helpo1: For as far as I could find in the scripts, the dragons are the only clearly, technically excluded group. The other things are just my opinions.
Mmm, okay.

Interesting. Perhaps someday I will know.
Dragons arent immune to fear.At least Ice dragon isn't.That how I kill him.I use fear and then attack him.Fear not only prevents him from attacking me it also prevents his health regeneration.I am talking about Night of the Raven though.
Post edited April 19, 2015 by spacecom
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spacecom: Dragons arent immune to fear.
They are. They don't flee.
I use Gothic 2 NotR edition from a physical DVD that was included in the Gothic Universe release.No cheats are used.
No marvin mode is used.No mod is used.The tablet exploit has been used though.Anyway I uploaded a one minute&30 seconds video of Killing the Ice Dragon using Fear spell at youtube .Since I am not allowed to post any links at the moment, you can search it by its title " Gothic 2 NotR: Ice Dragon Mage ".
Post edited April 19, 2015 by spacecom