Basic Info

Two Worlds is being developed for the PC and Xbox 360 platforms. The game's complexity, dynamics and mechanisms have been designed to appeal to both markets and the steering takes advantage of mouse and game-pad features alike.






Feature Overview Magic Race Monster

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

Fire magic:
you can perform fire spells which can burn entire groups of opponents right off the map.

Water magic:
this mainly involves frost spells, which will either cripple your opponent or cause death by freezing.

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).

Earth magic:
this is truly versatile - it ranges from an earth eruption with devastating effects to healing spells.


Necromancer:
The forbidden art of magic! Learn to control the undead and put curses and lasting death effects on your enemies.

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.

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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