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I've played thru once - there were transfer disease spells and cure potions but, no disease. Is this something that never quite made it into the final version?

There is a warrior babe on the loading screen. I never ran into to her in the game. Another didn't quite make it?

Never did find that silly Orc's weapon at Silden - well, if he was stupid enough to lose it ---- (please don't tell me)

Does anything happen if the Orcs do not make payment to the Hashisan?

One thing I would like to know (and to point out a bug), what is the trigger to completing the task out of Gildern for checking on the undeveloped cave to thew north? I cleared all the mine crawlers and the Golin nearby but the quest doesn't complete. Is Ivan involved (his camp is close)? The bug I mentioned is mainly script. The old mine to the south with the frantically digging Hashisan brother is refereed to both vocally and in the task area as being in the north. I don't believe that is the case with the above mentioned task, though as there is a cave just to the north that meets the head mercenary's description and the other task came from the Orc shaman.

Now, Wentzel's sword. I know who and where Wentzel is but no task has come up for his sword nor can I get the 2000 gold for it?

Finally, I thought the 1.75 patch fixed this but there are a lot of items like fish barrels, etc that have a gold value but cannot be traded.
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lordhoff: I've played thru once - there were transfer disease spells and cure potions but, no disease. Is this something that never quite made it into the final version?

There is a warrior babe on the loading screen. I never ran into to her in the game. Another didn't quite make it?

Never did find that silly Orc's weapon at Silden - well, if he was stupid enough to lose it ---- (please don't tell me)

Does anything happen if the Orcs do not make payment to the Hashisan?

One thing I would like to know (and to point out a bug), what is the trigger to completing the task out of Gildern for checking on the undeveloped cave to thew north? I cleared all the mine crawlers and the Golin nearby but the quest doesn't complete. Is Ivan involved (his camp is close)?

Now, Wentzel's sword. I know who and where Wentzel is but no task has come up for his sword nor can I get the 2000 gold for it?

Finally, I thought the 1.75 patch fixed this but there are a lot of items like fish barrels, etc that have a gold value but cannot be traded.
The transfer disease spell is supposed to slow down enemies combat moves. Potions are used if the player character catches a disease from beasties like lizards. Stamina does not recharge, character is considered 'weakened'.

Never seen the chick. One possible explanation : "The Gothic 3 developers explained the lack of women by technical difficulties with the graphic engine and problems with time management during game development." from here

The lost weapon does indeed exist ;)

The clear the mine quest is supposed to be marked complete when you kill the 6 minecrawlers. I don't remember having any problems with it.

Never seen any consequences from not paying the 50,000 gold for extended periods. More likely depends on whether you want the item, or can wait until you're strong enough to take it ☺.

Wenzel asks you about the sword if you speak to him *after* you liberate Cape Dun.

Likely items like fish barrels and Wenzels' sword are marked as quest items, so you can't sell them in case you break a quest (even if there are more in the game than you actually need)
Post edited April 27, 2012 by Kezardin
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lordhoff: I've played thru once - there were transfer disease spells and cure potions but, no disease. Is this something that never quite made it into the final version?

There is a warrior babe on the loading screen. I never ran into to her in the game. Another didn't quite make it?

Never did find that silly Orc's weapon at Silden - well, if he was stupid enough to lose it ---- (please don't tell me)

Does anything happen if the Orcs do not make payment to the Hashisan?

One thing I would like to know (and to point out a bug), what is the trigger to completing the task out of Gildern for checking on the undeveloped cave to thew north? I cleared all the mine crawlers and the Golin nearby but the quest doesn't complete. Is Ivan involved (his camp is close)?

Now, Wentzel's sword. I know who and where Wentzel is but no task has come up for his sword nor can I get the 2000 gold for it?

Finally, I thought the 1.75 patch fixed this but there are a lot of items like fish barrels, etc that have a gold value but cannot be traded.
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Kezardin: The transfer disease spell is supposed to slow down enemies combat moves. Potions are used if the player character catches a disease from beasties like lizards. Stamina does not recharge, character is considered 'weakened'.

Never seen the chick. One possible explanation : "The Gothic 3 developers explained the lack of women by technical difficulties with the graphic engine and problems with time management during game development." from here

The lost weapon does indeed exist ;)

The clear the mine quest is supposed to be marked complete when you kill the 6 minecrawlers. I don't remember having any problems with it.

Never seen any consequences from not paying the 50,000 gold for extended periods. More likely depends on whether you want the item, or can wait until you're strong enough to take it ☺.

Wenzel asks you about the sword if you speak to him *after* you liberate Cape Dun.

Likely items like fish barrels and Wenzels' sword are marked as quest items, so you can't sell them in case you break a quest (even if there are more in the game than you actually need)
So, you don't have to be sick to transfer a disease? Maybe I've been lucky but on my first playthrough, I never had a disease. Been poisoned, but no disease.

Wentzel didn't make it so that explains why he never asked me about it. Maybe he'll survive this time.

As far as the northern cave, it looks like there's a glitch in my game; I'll see if it works the next time. Missing a few tasks isn't really earth-shattering but at least I know it should have worked.

There are extra wheat sacks, fish barrels, firewood etc after completing the tasks that just stay in my inventory. Well, it really makes no difference anyway - they're only worth like two gold or something.
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lordhoff: There are extra wheat sacks, fish barrels, firewood etc after completing the tasks that just stay in my inventory. Well, it really makes no difference anyway - they're only worth like two gold or something.
Had the same problem. Now I only take enough items to complete the appropriate quest(s) to reduce clutter

Regarding the missing sword - think of how you would move a load of weapons from the castle to the temple.... ☺
Disease turns your energy bar grey. Poison: green. Lizards will make you sick, and as I recall, there are other disease-carriers.
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SaraB123: Disease turns your energy bar grey. Poison: green. Lizards will make you sick, and as I recall, there are other disease-carriers.
Interesting. I'm well advanced on my second playthrough, been bit many a time by the lizards (I'm disappointed BTW that fire lizards no longer have fire), and still, no disease. I've never bothered to do the "resistance to disease" thing too.

You know, this brings up another question. Does heat and cold really have an affect? Been running around in rebel armor in both desert and arctic and have not noticed my health decreasing slowly or anything similar. Seems the desert secret, cold bonus armor, etc don't really do anything.
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lordhoff: You know, this brings up another question. Does heat and cold really have an affect? Been running around in rebel armor in both desert and arctic and have not noticed my health decreasing slowly or anything similar. Seems the desert secret, cold bonus armor, etc don't really do anything.
I *think* the desert heat (and Nordmar cold) affects endurance regeneration speed. It may happen only (or more heavily) during the day (in the desert, during the night for Nordmar cold).
The Resistance to heat (/cold) skill (or armor bonus, they're the same) should counter that.

Haven't got that far yet (playing G3 right now), so I'm not sure.

I don't know if they also add to fire/cold protection or help you avoid 'burning in flames' after being hit by a fireball.
Post edited May 12, 2012 by uchos
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lordhoff: You know, this brings up another question. Does heat and cold really have an affect? Been running around in rebel armor in both desert and arctic and have not noticed my health decreasing slowly or anything similar. Seems the desert secret, cold bonus armor, etc don't really do anything.
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uchos: I *think* the desert heat (and Nordmar cold) affects endurance regeneration speed. It may happen only (or more heavily) during the day (in the desert, during the night for Nordmar cold).
The Resistance to heat (/cold) skill (or armor bonus, they're the same) should counter that.

Haven't got that far yet (playing G3 right now), so I'm not sure.

I don't know if they also add to fire/cold protection or help you avoid 'burning in flames' after being hit by a fireball.
Hmm, makes sense; I wouldn't have noticed that sort of change (endurance rate). If I get sick; I'll let you all know.
Transfer disease - it's a typo, due to incorrect translation of the German word of the spell. It is a single target spell, and it's effect is to drastically lower stamina regeneration.
It is useful only when fighting humanoids (the only ones capable of power-attacks), especially in melee. With Community Patch lower stamina means slower / weaker attacks (and attack speed for that matter), that's why it somehow ended in English as Transfer Disease, thus being confusing, and those effects dictate the winning side of the battle.

Resistance to cold, heat - it affects the hero in the exact same way as Transfer Disease does, only stamina bar does not goes gray, but keeps its original color.
When you're in Nordmar, and don't have the spell learned or respective gear, your stamina will regenerate as if diseased. Same goes for Varant.

What's important to keep in mind:
* investing Learning Points into those spells can save the day, especially when pulling lots of enemies, like a whole camp of Orcs or a horde of Rhinos,
* Two-Handed fighting (or Large Weapons) requires most of the stamina of all possible play-combos,
* it's almost useless for a mage class, since spells co not rely on stamina, but you can make use of it only when sprinting, or melee-fighting with staves now and then.

Cheers.
Post edited July 03, 2012 by kojocel