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Magic
Magic is as much
a part of RPG's as a gamepad is of a game
console and the ¡°Two Worlds¡±
developers have really gone to town on this
aspect of the game ¨C they have integrated
the effects of magic spells into the card
system that we told you about recently.
These magic cards can be found and bought
everywhere in Antaloor - or given as a reward
for quests completed successfully. The organization
of the cards takes place in the Magic Book
which is divided into the five schools of
magic - air, water, fire, earth and necromancy.
The first four of these are officially taught
by guilds - but necromancy is black magic,
which does not directly reveal itself to
the player. He must first gain the trust
of certain game characters in order to learn
this kind of magic.
Magic system
To make the magic system in Two Worlds more
intuitive and flexible, it has been redesigned
to resemble the system used in today¡¯s
most popular collectible card games. The
rationale is that even a several year old
child can grasp the logic that governs these
card games ¨C so, for the most part,
we not need to explain most of the rules.
In Two Worlds, the player does not
spend their hard-earned skill points on
specific spells which turn useless as more
powerful spells come about. Instead, they
develop one of the five different specializations
fire, water, air, earth or necromancy. The
spells can be grouped according to those
specializations (or schools of magic). The
spells are represented by cards (similar
to playing cards) that can be collected
or traded. To use a specific spell, the
player¡¯s character must be skilled
in the respective school and equip a given
spell card. The more skilled the player
- the better the spell card they can use.
Moreover, the spell power depends on the
number of similar cards equipped-so even
if the Player finds a copy of an already
possessed card, it is still useful to them.
In short: a spell is represented by at least
one spell card. The power of any given spell
depends not only on the magical abilities
of the character, but also on the number
of similar spell cards they have equipped.
Additional special cards can modify the
spell efficiency. This gives each player
the feeling that they are not spending their
hard earned skill points on something that
will be useless in the future as there are
always more powerful spells in any given
school of magic. They will want to continue
to improve their specializations because
this will unlock more useful and powerful
spells. Every time the player finds another
spell card - it can be used separately,
added to an already composed deck to improve
its¡¯ strength, or simply traded. There
are also special cards (joker-like) that
may reduce the cost of a spell, improve
its general power, or add special effects.
Additionally, it is very simple to manage
the spell cards as they virtually come to
life. Eventually even an inexperienced player
will pick up the system, be able to play
with it, use inventive combinations, and
even be able to reorganize his deck to be
more powerful.
Players will truly
love to collect and manage their decks within
the visceral and intellectual environment
of Two Worlds
The five schools of magic
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Fire
magic:
you can perform fire spells which can
burn entire groups of opponents right
off the map. |
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Water
magic:
this mainly involves frost spells, which
will either cripple your opponent or
cause death by freezing. |
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Air
magic:
this enables you to attack your enemy
with shock waves and bolts of lightning.
There are also extremely effective Power-ups
(for strength, for instance). |
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Earth
magic:
this is truly versatile - it ranges
from an earth eruption with devastating
effects to healing spells. |
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Necromancer:
The forbidden art of magic! Learn to
control the undead and put curses and
lasting death effects on your enemies. |
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As well
as more than 70 magic cards, there are
various ¡°booster cards¡±.
These enable a particular spell to be
used more effectively... like using
less mana, for example, or raising the
effectiveness of a spell. Active magic
spells, displayed in a special window,
can be intensified by up to three boosters
per card.
Using magic itself is surprisingly easy.
The selected cards are automatically
transferred to the Hotkey bar, or they
can be placed there by drag-and-drop.
The player subsequently activates the
various kinds of magic with the assigned
number keys. A selected hotkey bar operation
can also be carried out by a right-click.
This could be an often used spell of
course. |
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Each
school consists of five magic circles.
Increasing knowledge opens up the doors
to increasingly effective spells. At
the beginning of the single player mode,
the player is clueless as far as magic
is concerned. He must first look for
a master and get initiated into the
basics in a school of magic. Having
done that, the player can now increase
his skills (in e.g. water magic) through
skill points and perform the magic of
the first magic circle. With each skill
point gained, the skill value of the
player in that particular school of
magic increases. When his skill value
reaches 5, the pupil will advance to
the second circle and so on. |
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