This is the MOST comprehensive and up-to-date strategy and information guide there is for 2worlds. Please thank the authors for their hard work!!!!!!!!!!!
Don't hesitate to provide your input- say what you would like to know about the game!
Thanks go to:
This is all parts and peices from the above sites and i put it together.
Some parts have been exclusively written by Propheet for this manual. Please credit him when copying gameplay related articles from here.
if you have any problems or i have done something wrong please contact me at email@example.com
(as stated in game-manual)
The world changed when Aziraal, the god of war, was slain in the huge battle long ago. The hordes of Orcs lost their divine leader and were forced to withdraw to the southern wastelands. Now, thousands of years later, the location of Aziraal's tomb is still unknown, well hidden by other gods who did not dare to entrust the secret to mere mortals.
However, now, a fragile peace between the civilized races and the hordes is at stake. When the dwarven mining expedition discovered an ancient temple dedicated to an unnamed deity - all of the world's most powerful factions saw it as a possible clue to the place of Azriaal's burial ground. A silent war has now begun and it will soon ignite the fires that will lead to the holy crusade of the Orcs. However, the real danger lies somewhere else. A powerful force churns silently - weaving a secret plot of fear and destruction. In the end one of the Two Worlds will remain.
The story of "Two Worlds" begins in an age torn by war. The Orcs have advanced to the south bank of the river Gon and are threatening the Kingdom of Cathalon. While this is happening, the hero, a wandering bounty hunter, is searching for some clue as to the whereabouts of his sister, whom he hasn't seen since her settlement was attacked three years ago. He unexpectedly receives vital information from a mysterious stranger - and immediately joins a Dark Brotherhood (or so it seems). Now the time has come for him to try understanding the game's powerful forces - and to learn how to use them! This is the only way the hero can survive - and get the answers to the questions that are burning in his soul - Who is behind this secretive kidnapping? Will he ever see his sister again? Where is the Tomb of Aziraal - and what role does the mysterious, yet helpful stranger have to play?
Will he learn the nature of a shadowy figure that almost killed him in the town?
Will he learn what happened to his friends?
Will he ever meet his sister again?
Finally, what will he do with the power to choose only one from the Two Worlds?
The most visible aspect of the Two Worlds gameplay is the freedom to change the world and shape the story within it. Other important features are unlimited character development and exciting, spectacular combat. The player is encouraged to experiment with the world, test the results of good and evil deeds and find the most satisfying way to deal with challenges. The gameplay has been designed to evoke the long-term outcomes that are important to the player and offer them the power to change their state. The rush of adrenaline accompanying frequent combat situations will ensure short-term, powerful motivation to continue the current session of play.
The game offers a unique opportunity to influence the game world - unseen, to this scale, in other Role Playing games. Freedom of choice (like freedom to join or betray various organizations) and the importance of every decision are the core mechanisms to evoke the sense of meaningful play.
Depending on the way that a problem is solved, the player gains or loses their reputation in certain organizations, various options are being closed or opened, quests are offered and new locations are unlocked. For example, a player must decide whether to help a city hold off the invasion of orcs or to secretly open the gates and let the invaders in. The latter decision will result in an onslaught and the take over of the city by the barbaric hordes. The next time the player visits this location, it will be populated and managed by orcs, unless the human army arrives and tries to liberate the city. The world lives its own life, but the player has the power to change it. The challenge lies in finding the right "strings" and skilfully "pulling" them
Two Worlds offers more character development than any of its competitors and at the same time makes it very easy to understand and navigate through the process. The class system serves to help novice players jump right into action, but does not limit the experimentation of a more seasoned RPG player. All characters can learn any skill and master them later. There is also a challenge for many guilds to keep their knowledge a secret. Players will have to earn their respect and trust to lay hands on the most powerful of skills. The separation of basic development from specialization encourages exploration of the game world - searching for opportunities to learn unique abilities and free character customization. Eventually, it also strengthens the bond between the player and their characters.
Characters advance quickly to reward players for their efforts. The whole process is also, always, reversible. There are characters, called "career changers" who are able to undo previous character development decisions and free certain amount of skill points to redistribute them again. The service is costly but ensures that nothing hinders the player's creativity.
The real time half-automatic combat in Two Worlds is very dynamic. Lavish visuals and stunning choreography make for exciting and memorable scenes and attract action-hungry players. The real power of combat, however, lies in its mechanics. Combat is very tactical in its core. The number of possible tactics should satisfy all RPG gamers - giving them the opportunity to test their skills and use their imagination.
The combat is organized in a sequence of actions. The basic ones are launched automatically (i.e. simple slash with the sword). However, special actions, skills, or items must be activated by players. The more challenging the opponent, the more skill and tactics it will require to outwit them, but at the same time it will be possible to face a stronger foe and win. Players will discover different ways to use and combine skills. They will seek for weak points in the opponent's defence and actively create situations to utilize this knowledge. They will set traps, hit and run, or just cut their way through hordes of weaker monsters.
See below for in-game details on how this works.
Shaping the Story
The huge story-creating capabilities in Two Worlds are ensured by unique modular structure. Players can create their own stories by choosing different options, initiating their own activities, changing sides, which will force the world to change. Having so much impact on the story is the key to creating a unique bond within the game world. This influence happens on two levels:
First, players participate in the main conflict, take up quests and push the plot forward. The innovation of Two Worlds is that players decide which side of a conflict they will support and whether they choose the light or dark path. Depending on those choices, the state of the world alters dramatically, introducing new, surprising and exciting challenges.
Secondly it is very important that players are not limited to working for only one faction at on time. They are free to experiment with different organizations and benefit from all of them. It is a part of fun to meet the seemingly mutually excluding requirements of different organizations in a way that they all will be happy and willing to reward you.
(as stated in game-manual)
is the leader of a secret organization which is holding the hero's sister prisoner (events at the beginning of the story would seem to point to this). This organization's objectives are shrouded in mystery - but they probably have something to do with the legacy of the hero's family. Reist Tungard is an unrelenting opponent whose objectives must be thwarted if you want to free Kira.
is the proud leader of the Karga Clan. In the raw climes of the north, his amazing strength and his countless victories in battle have made him the stuff of legends. It is his charisma that holds the Clan together in the face of the House of Skelden's ceaseless sabotage attempts. In spite of being deprived of his power by the King, his loyalty to the Crown remains steadfast and true - he is convinced that it was a plot engineered by the High Council, not by the King. His sole objective is to regain power in Thalmont. It will difficult for you to avoid the permanent conflict between the Karga Clan rebels and the ruling faction, the House of Skelden - but if you do take an active part in events, it may prove to be advantageous... who knows?
the fiery son of Ultar - he is a fanatical die-hard whose hatred of Skelden House is legendary. He prefers the swift, direct method and has no patience with the slower, tactical methods used by his father. Anyone who goes against the Karga Clan will sooner or later find himself facing Cahal's darting, dangerous blade. Will you back the hotheaded Cahal, or his more 'canny' father? Think well on this, oh hero!
is the leader of the House of Skelden. He is the man behind any moves the House makes. Years in the harsh and wild mountain lands have molded this former nobleman into a strong and dangerous opponent. Well trained and cunning, Ebrat is a dauntless leader who has forgotten what the word conscience means. He will stop at nothing to ensure that Skelden House's domination of the northern province of Thalmont continues. He is merciless in his battle-hardened attitude towards the Karga Clan rebels. Perhaps it could prove useful to you if you help Ebrat Skelden - on the other hand, you could be doing Thalmont a favor by going against him... an interesting dilemma...
This man has made a name for himself as the leader of a hard-hitting band of bounty hunters, which recently entered the service of the House of Skelden. Throughout the course of many battles and special missions, Hagrast has proved that the combination of a keen intellect and a keen blade is hard to beat. Officially, he's supposed to be hunting rebels... but he has more up his sleeve, much more...
SPOILER: If you have trouble finding him, he is here
. Thanks, Bragat of Zuxxez!
a useful man to know! He is a wise hermit who lives in the north and is always happy to receive visitors. He reads smells like we read books - and he can give you quite a lot of important information... but after living alone for so long, his conversation can seem quite zany at times; patience is a virtue!
Solon leads a secluded life in the north of Antaloor. Commoners know him as a wise man skilled with herbs, but the Magic Council in Cathalon also appreciates his talents... the members of that august body often ask 'The Enlightened One' for advice when a difficult decision has to be made. His past is cloaked in mystery, even for the few he calls friends. A visit to Solon Moraios could be very 'enlightening'!
he is the head of the Giriza, an organization which has spun its web of crime throughout the entire Kingdom of Cathalon. Aki is the indisputable number one crime lord. His rabble-charming attitude inspires all the members of the Giriza to do their utmost for the organization.
and the name is not purely coincidental. Difficult to pin down, this person is a source of unrest on the southern continent and heads a powerful group of Necromancers. Rumor has it that he (or she, as some say) is possessed by an evil spirit.
this is the creature causing a great deal of trouble in the Cathalonian military camps along the banks of the Gon. The leader of an Orc 'murder squad', White Head has already taken many human lives. Those in the know infer that the Orc is well versed in the secret combat techniques of a mysterious assassins' sect hiding in the arid Drak'ar desert. Be careful, Hu-man!
(only human male can be played offline)
Humans inhabit the flourishing Kingdom of Cathalon. Their capital city, named after the kingdom, lies at the heart of Cathalon. The Great War of the Gods seems to have had a decimating effect on the power of the Dwarves and Elves, since their influence is on the wane - in strong contrast to the Humans, a race which is well on the way to becoming established as the most powerful in the known world. Not that the Humans had it any easier than the others after the Great War - even after nigh-on a thousand years of comparative peace, they're still not living in the lap of luxury... but in comparison to the greatly weakened Kingdom of the Dwarves and the lands to which the Elves and the Serpents retreated, Cathalon is a prosperous and up-and-coming Kingdom. The Great War of the Gods also affected the borders between the races' territories. Before the carnage, humans had lived in the area around the town of Oswaroth, to the east of Cathalon, but the war razed their settlements to the ground - now what was once home to many humans is totally uninhabitable. Even today, sluggish poisonous vapors lie over the surface of the barren landscape, making approach impossible. The only creatures that seem to have developed any kind of immunity to these gases are monsters - and there are hordes of them in and around Oswaroth. The young and vibrant royal city of Cathalon is centrally located on the banks of the river Gon. A junction for trade routes and waterways, the King of Cathalon's seat of residence is a busy and impressive town. One of the reasons for Cathalon's recent strong emergence is its strict military organization. Individual towns in the kingdom retain their autonomy and have their own Town Guard. The taxes these towns pay to Cathalon aren't all that high, but still enough to cause occasional protests. In emergencies, the Royal Guard protects the satellite towns. On the one hand, the Guard is seen as welcome reinforcements against enemies, but the Royal Guard and tension among the citizens seem to go hand-in-hand in the satellite town where the Guard is temporarily stationed. However, the proud and energetic citizens of Cathalon can be satisfied with the relatively rapid development of their kingdom, but there is one nameless threat in their lives' the faceless Taint, which seems to be approaching Cathalon from the east. It's said to be omnipresent in Antaloor and getting stronger by the minute. The Taint and the increasing strength of the barbarian tribes and the Orcs make life increasingly difficult, not just for the inhabitants of Cathalon, but for humans throughout Antaloor. More and more refugees from the countryside are fleeing to the towns for protection and the trading routes are no longer safe - the only ones who aren't complaining are the mercenaries and the bounty hunters - they have plenty of work to do. It would appear that Cathalon is about to experience one of the darkest periods of its relatively young history.
The race of Dwarves once boasted greater numbers in Antaloor than any other race, but the Great War of the Gods cost them dearly - they now have only a shadow of the power they once possessed. The Dwarves are concentrated in and around the well-hidden mountain town of Yarmalin, in their northern territory. There in Antaloor's far north, the rugged mountains hinder any other race from accessing their new domain - but the former dwarf stronghold of Tharbakin is now in human hands. You'll occasionally come across dwarves in the foreland around the mountains. No one knows much of events in Yarmalin. Information seldom leaks out of the town. Rumor has it that the Great War of the Gods struck a terrible blow to the heart of the dwarf nation. The disciplined ways of the dwarf culture mirrored the eternal and unchanging rules of the divine Olympus, the home of the Gods. The god Aziraal's struggle for power and the chaos that followed thrust the dwarves into total confusion - aye, they did fight side by side with the other civilized races and they did play their part in a victory against Aziraal which at the outset seemed almost impossible to achieve - but the story going the rounds is that the dwarves' witnessed the huge effort it cost their other gods to defeat Aziraal and restore a semblance of balance to the world - and this shook the very foundations of their beliefs in the power of their gods. This warlike race of the high northern mountains was once extremely disciplined, with a strong structure of command - but nowadays the clans fight amongst themselves and the atmosphere is one of mistrust. However, don't ever make the mistake of underestimating them! Continuous internal skirmishing has ensured that the fighting power of the dwarves remains dynamic and hard-hitting.
The Serpents ("Scapulari")
The Serpent race lives on a peninsula to the southwest of Cathalon. These snakelike beings are mistrusted by all the other races - and this feeling was never quite laid to rest, even during the Great War, when the Serpents actually fought the same foe as the Elves, the Dwarves and the Humans. However, they could never bring themselves to form an alliance with these other races and that's why they fought their own battles against the Orcs and Aziraal. The Serpents weren't completely to blame for this though... it was the Elves who weren't prepared to even contemplate an alliance with the Serpents - simply because they hated them. A large part of the Serpents' former territory was lost to the ocean during the devastating war. Today, Ashos is the Serpents' most important town. It lies on the peninsula in the river Gon delta and is rumored to have secret connections to the sunken Serpent lands. In the Temple District of Ashos, the Serpents mainly worship Yatholen, the god of water and storms. Ashos is a bustling port, with both sea and river harbors. This makes it an important trading center for merchandise of all kinds. The Serpents themselves are only to be found in the tightly-guarded Temple District. The Temple Guard is extremely mistrustful, guarding the temple entrance with increased vigilance in these troubled times.
This proud warrior race probably suffered more from the effects of the Great War than any of the other races. The banishment of the rebel god Aziraal by the other gods not only deprived them of their warlord - they also lost faith in their own fighting abilities and the Orcs were almost entirely wiped out. Scattered in defeat, remnants gathered in the territory around the town of GorGammar, in Antaloor's far south. It was there that the Orc culture sank into utter darkness over the course of centuries. Split into small clans, which had no time for alliances because of internal feuds and power struggles, the race of Orcs seemed doomed to die a gradual death. They had no political structures and no diplomatic relations with other races. The few attacks which scattered bands of Orcs carried out on other areas weren't really a threat for the individual victims' races as a whole - and statements like 'Who cares if these Orcs are wiped off all the maps of Antaloor?' could be heard all over the land. The other races were too caught up in their own lives - and Orc clans couldn't become the threat they once were if permanently at war with one another' so why bother? This attitude may soon prove to be terribly wrong. Centuries of clan battles in the swamps have hardened the battle morale of the Orcs. The old values like courage and determination have returned. In its fanaticism, the warlike cruelty and determination of these warriors is on a par with their boundless adoration and worship of Aziraal. The more observant among the other races are already proclaiming that the age of peace is finally over, but the majority still chooses to ignore these warnings for one reason or another' they cannot ignore that Orc attacks are becoming bolder - in Cathalon's vast interior, there are even rumors of Orc commandos harassing the Royal Guard...
These wild barbarian tribes are a threat to the life of travelers throughout Antaloor. As fighters, the Groms can't compare to the warlike Orcs, but many who made the mistake of underestimating them are now in the spirit world. The tribes live in huts and are very well organized. They are led by shamans, several of whom can be found in each tribe.
The Elves aren't too popular with the other races - they're thought of as being blatantly arrogant. Nevertheless the other races do respect them, albeit grudgingly. Even the Orcs admire the Elves' bold and fearless battle tactics (and that's saying something!). There is one race which has no time for the Elves, however' the Serpents. It's said that they truly despise the dwarves - and that the feeling is mutual. After the Great War of the Gods, the Elves populated the offshore islands to the northwest of Cathalon - and since then, have taken nothing to do with mainland affairs. Thanks to this reclusiveness, not much is known about what the Elves have been doing in the last few centuries - rumors do abound however - and the most popular is that they are only concerned with their own deeds, vainly erecting one monument after another to their heroic actions during the Great War of the Gods. If you happen to meet an elf or two on the mainland, they are probably employed as mercenaries or are on some secret mission of their own.
The official portion of the guide about the monsters has been deleted as obsolete, since it doubled word-to-word the infos from the manual. See below for more useful info
Monsters (by Propheet)
Medium resistances. Wear armours, use spells(only the robed) and weapons. Don't have ghosts.
-Necromancers. Medium physical, medium magical resistance. Wear unlootable robes, use staves only. Use several necromancy/poison spells. Don't have ghosts.
-Bandits. Medium physical resistances. Wear all armours, use all weapons, don't use spells. Don't have ghosts. Start out as Npcs, have dialogue.
-Guards. Medium to high physical resistances. Some magical resistances. Wear all, use all, don't use spells. Don't have ghosts. Start out as friendly NPCs, have dialogue.
High physical resistances, little or no magic resistances. Wear armours and un-wearable (lootable) helmets, have - but don't use - spells. Varied weapons. Have armours to loot. Don't have ghosts. May be NPCs per quest related items/events. Usually appear in organized groups.
*Subclasses: Gammar Orcs. Coloured differently. Appear south of Gon only. Wear armours and un-wearable (lootable) helmets. Have - but don't use - spells. Varied weapons, including backups(loot contains multiple blades). Use bows (with fast draw). Don't have ghosts. Have armours to loot. Usually appear in organized groups with regular orcs and Ogers.
Very high resistances. Wear un-lootable armours, do not use spells, have ghosts. Only in groups.
Medium magic resistances, high water resistance, wear armours, Shamen use specific water spells. Have ghosts. Only in groups.
Bipeds: low magic resistances, high physical resistances, wear armours, use "monkey-grip" with doublehanded axes and shields. Shamen use specific poison spells. Have ghosts. Female-queens: high magical, high physical resistances, don't wear armour, don't use spells, deal poison damage and knockback. Have ghosts. Only in groups.
Medium physical resistance, no magical resistance. Wear armours, use varied weapons. Shamen use fire spells. Have ghosts. Only in groups.
Some physical resistance, fire immunity. Wear armours, use monkey-gripped twohanders with shields. Shamen use fire spells, including the highest ranks. Unclear on ghosts. Only in groups, sometimes accompanied by dead knights.
-Oger. High physical resistances. Has named ghosts. Leaves random loot, WEARS ARMOUR!. Deals "crushing blow". Solo only.
-Cyclope. High physical, some magical resistance. Has ghosts. Leaves same loot as oger. Deals "crushing blow". Solo only.
-Giant. Very high physical resistances. Unclear on ghosts. Extremely dangerous, leaves same loot as oger. Deals "crushing blow". So far - pack creature only.
-Flesh golem. High physical resistance. Has ghosts. Extremely dangerous. Leaves same loot as oger, but rarely armours. Deals "crushing blow". Has ghosts. Solo or Pack creature.
-Steel/Iron golem. High physical, high water and fire resistance. Extremely dangerous. Leaves loot as above. Deals "crushing blow". Has ghosts. Solo or Pack creature.
-Stone golem. As above, with much higher physical resistances.
-Wolf. Several versions, all have ghosts. Leave wolfhearts or meat. Pack creature:
Normal: Medium resistances.
Silver: Higher resistances and damage.
White: Water magic resistance, high physical resistances.
-Bear. Several versions, all have ghosts, all use "Crushing blow" strike with extreme damage. Leaves bear-claw. Has ghosts. Appears solo.
Normal: High physical resistance.
Black: Higher physical resistance.
Polar: Water magic resistance, higher physical resistance.
Grizzly: Highest physical resistance.
-Boar. Has ghosts. Minimal resistances. Voted the weakest aggresive creature of Antaloor. Pack creature. Only normal and undead varieties.
-Reaper. Several versions, all have ghosts. Deal staggering damage and poison. Leave ripper muscle. Pack creature.
Normal: Low physical resistance.
Plate-tail: Low physical resistance, deals staggering blows.
Hammer-tail: Medium physical resistance.
The demonic kin:
-Wyvern. Medium physical, some fire resistance. Weakness to cold. Deals poisonous damage. Leaves Lacrimal gland. Has ghosts. Pack creature.
-Sand Dragon. Dunes only. Medium physical, fire resistance. Deals poisonous damage; staggering attack. Leaves meat. Unclear on ghosts. Pack creature.
-Demon. Has ghosts. Extremely dangerous and rare. All high resistances. Leaves random loot and wingless eye. Mostly solo.
-Morgo. Immune to lightning and fire. Shoots fireballs. Possible ghosts. Flying. Some resistances. Leaves staves. Pack creature.
-Sinn. Immune to lightning. Shoots lightning bolts. Possible ghosts. Flying. Some resistances. Leaves staves. Pack creature.
-Tulok. Very dangerous. Biped. All resistances, including magic. Leaves random loot and headless heart. Random solo or pack.
. Some resistance. Leaves staves(and meat). Shoots poison darts(spell). Unclear on ghosts. Pack creature.
-Hell Master. Rare. Deadly. Extremely deadly. Deals varied damage. Incredible resistances. Leaves same loot as demon, including the wingless eye. Hopefully has no ghosts. Deals usually fatal blows
. Solo only.
-Zombie. Medium physical resistance. Deals poison damage. Leaves zombie thyroid and sometimes some random loot. Has ghosts. Pack creature.Several identically named entities of this kind exist. The easiest ones appear in cemeteries. The hardest ones - in demon-infested dungeons.
-Ghoul. In cemeteries and necromantic towers. High physical resistance. Deals poison damage and staggering blow. Leaves ghoul brain and sometimes some random loot. Has ghosts. Pack creature.
-Skeleton. All leave also bone-marrow. Always appear in high numbers. All skeletons are by default immune to slashing and piercing damage. Versions:
Normal: No resistances, usual immunities. Wears weapons/shield. Uses bows. Deals appropriate weapons' damage. Leaves weapons and random loot. Has ghosts.
Grand: Medium to high resistances, usual immunities. Wears armour and weapons, uses all. Deals appropriate damage. Armour bonuses apply. Leaves nice loot(as in chests). Has ghosts.
Fire Skeleton: Some resistance. Fire immunity and usual immunities. As above.
Ice skeleton: Some resistances. Water immunity and usual immunities. As above.
-Dead knight. All resistances, random immunities may occur. Uses all. Leaves all. Has ghosts. Very dangerous. Appear in groups.
-Barkog. Ent-like creature of southern woods. All high resistances, immunity to air magic, prone to fire. Leaves random loot. Deals "Crushing blow". Has ghosts. Solo only.
-Dragon..... play to see!!!!
- Scorpion. Water regions. High physical and some spiritual resistance. Probable slashing and piercing immunities(not clear yet). Deals poisonous staggering blow. Leaves scorpion venom gland. Has ghosts. Pack creature.
- Giant Spider. Very high physical resistance. Probable slashing and piercing immunities(not clear yet). Deals poisonous staggering blow. Leaves the spider gland. Has ghosts. Pack creature.
- Giant wasp. Rare. Some resistances. Deals poison damage. Leaves NO LOOT(bug?). Pack creature.
Some creatures will never attack you, only run away from you. They will not give you exp, but their kill is counted for the "enemies defeated" achievement. They don't have ghosts, and are the only creatures to respawn without restrictions. They always appear solo, and in fixed places.
Dodo - leaves feathers.
Fox - Leaves liver.
Snake - leaves snake gland.
Rattlesnake - leaves rattle.
Grass snake - leaves grass snake gland.
Goose - leaves goose liver.
Hen - leaves meat.
Duck - leaves meat.
Rabbit - leaves rabbit bladder.
Beaver - leaves beaver fat.
Deer - (rare, has AI issues-freezes) leaves meat.
(Use credit when copying the above about monsters - author: propheet)
(as stated in game-manual)
The world of Antaloor is like a small universe. From the glaciers in the far north to the volcanoes in the deep south, this is a richly diversified continent with a wide range of climatic zones.
Cathalon is the royal capital. It lies at the very heart of Antaloor, sprawled on the banks of the country's largest river - the Gon. This impressive waterway winds its way through the land from the northeast to the southwest, flowing into the sea through the mouths of its large delta. The climate in Cathalon is temperate. The countryside is sparsely wooded, consisting mostly of extensive stretches of meadowland dotted by small villages and their inhabitants' tilled fields and cattle. To the north, the landscape becomes increasingly more mountainous, culminating in the high, jagged peaks of the Thalmont mountains. The townships of Tharbakin and Yarmalin lie in this region. Tharbakin nestles in the southern reaches of the mountain range and is the main centre for trade with the Northlanders. As for Yamalin, it's the last retreat of the dwarves and has more or less vanished from modern-day maps.
propheet reminds: Caution! Yamalin is not an accessible city in 2w. Don't try to get there or ask for how to enter.
Nature has run riot around these two townships. The jagged peaks of mountain ranges pierce the heavens, while beneath them a myriad of small, lonely lakes seem to hide somber secrets in their dark depths and narrow pathways twist and turn through valley and gorge as if wishing to escape the awe-inspiring peaks above. There are settlements here too, with their inhabitants stubbornly clawing the bare necessities of life from the stony soil. In the far northeast, huge glaciers dominate the wild and wonderful scenery. These enormous expanses of ice are the reason for the bone-chilling temperatures which prevail there - and a landscape covered with layer upon layer of snow.
South of the river Gon, the weather conditions are exactly the opposite -the river crossing at Cathalon marks the border with South Antaloor. Here, lush vegetation and a warm climate create ideal breeding conditions for many species of fauna. The area around the large port of Ashos in the southwest is teeming with creatures great and small. This town, built in the Gon delta, is one of the most important trade centres in Antaloor. A bamboo forest stretching deep into the south encroaches upon Ashos from all sides.
Far away to the south, there is fire everywhere you look. The volcanoes around the ruined city of Gor Gammar, spewing out their rivers of lava and spawning sulphuric, burning wastelands, ensure that hardly any life can flourish here - and the eastern region of Antaloor is just as inhospitable to life. North of Gor Gammar, but still in the geographical south of the country, the barren desert of Drak`ar reigns supreme, with its high, shifting dunes, stifling sandstorms and mysterious ruins of long-lost civilizations. To the north of the desert lie the badlands of Oswaroth. Since the War of the Gods, this region has been badly contaminated with poisonous mists - only creatures of death can come and go here. In the middle of this forbidding no-man's land are the massive, frowning walls of the town of Oswaroth. You won't find this region on any of the maps created by the modern races of today - only a white blotch marks its location.
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 . 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 find a teacher - and not in the centre of any city.
The five schools of magic
you can perform fire spells which can burn entire groups of opponents right off the map.
this mainly involves frost spells, which will either cripple your opponent or cause death by freezing.
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).
this is truly versatile - it ranges from an earth eruption with devastating effects to healing spells.
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. (look below for details on boosters)
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 user knows only air and fire magic.For others concerning water, earth, and necromancy, 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.
For more detailed info visit the InsideTwoWorlds Worldpedia.
Provides you with additional health points - but only temporarily!
Makes "dead" undead opponents out of "live" undead opponents!
Regenerates health points magically, but at the cost of some mana.
This is a magic thunderbolt.
Creates a protective shield that also damages opponents by means of lightning
Creates a lightning storm that hits enemy units in the surrounding area
Catapult your opponent backwards with this shock wave! Useful against many baddies!
Imagine you're in the eye of a circular, omni-directional wave - just enjoy the moment as your enemies get pushed back.
Provides a temporary increase in HP.
This enables you to resurrect dead creatures, which will then become shadow creatures and fight at your side.
-Shield of magic
Creates a protection shield that converts mana to HP.
-Strength of God
This increases your strength - but RADICALLY!
-Summon Soul Defender
Summons a female Soul Defender who will help you fight your enemies.
Creates a protective shield that halves the potential damage you could incur (all types of damage, by the way!).
This spell is really a blessing. It temporarily increases your strength, mobility and vitality for a short time.
Creates magic chains that will temporarily immobilize all creatures in range.
Temporarily increases protection against piercing, bludgeoning and slashing.
This will create an eruption of the earth under your opponent's feet.
Provides the spellcaster with a certain amount of protection from physical damage.
Creates a field of spiky ivy which will delay your enemy for a short time.
This creates a protective shield that halves any damage your enemy might do to you - and it will strike back at him too.
Temporarily rusts and weakens enemy armor.
This spell will temporarily weaken the effect of an enemy's weapon, thanks to a layer of rust!
Creates sharp spikes which shoot out of the ground and injure your enemies, giving them damage points...
This creates a wall of stones around an enemy.
-Summon Adamantium Golem
You'd rather have this Golem as an ally then an enemy - just take our word for it!
-Summon Iron Golem
This Golem will try to "iron" out any enemy problems you have!
-Summon Stone Golem
Summons a Stone Golem to fight your enemies - an awesome monster.
A mysterious but powerful missile which you can throw at your adversary.
This puts a curse on a selected creature - it will then attack any creature in range!
This is a powerful fireball that will destroy your target - and any creatures in the close vicinity!
Simple fire missile.
Sets fire to a selected area.
-Ring of fire
This spell generates a ring of fire around your enemy.
Creates a protective shield - and it also gives your opponents damage points caused by fire!
Creates a spray of fire in front of you - burn 'em up!
Generates a wall of fire between you and your enemy.
Create an advancing wall of fire that burns every creature it touches!
Summons a meteor that severely damages all creatures within range.
Increases the effect of an attack spell.
This summons a Devil - a dangerous adversary for your enemies.
-Summon Hell Master
Summons a Hell Master to fight your opponents.
-Summon Hell Warrior
This summons the Hell Warrior to help you.
This summons the Octogron to help you.
Creates a wild blizzard - lots of damage points for your opponents!
This decreases your enemy's dexterity and magical powers (mana).
Creates a wave that freezes all enemies in the close vicinity.
A magical ice bomb.
This icy ray will wreak havoc on your opponents!
Creates a protective shield that also causes cold damage.
-Protection from fire
Creates a protective shield that provides full protection against fire damage.
This shadow more or less paralyzes your enemies.
Summons a Reaper for you - it's a dangerous one this - for your enemies!
Summons the Scorpion - a really dangerous creature - to fight on your side.
This summons the Spider - a dangerous creature to help you fight your enemies.
This is one bad monster!
Increases your summoning abilities, allowing you to summon two creatures at one time!
Unsummons summoned creatures - neutralizes your opponent's summoning spells!
-Aura of death
All creatures affected by this aura become significantly weaker. All their parameters will be reduced.
Creates a shield that has its own HP and can absorb damage.
This converts a corpse into HP - use the dead to live longer!
This causes skeleton hands to come out of the earth - these ghostly grippers will hold and damage your enemy.
This is a feelgood spell - your dexterity will increase when you cast it.
A creature cursed by this will become temporarily weaker.
Sucks the HP from all creatures around you.
Powerful magic rays that damage your enemy - and give you HP in turn.
Applies a poison effect to a weapon you're using - which of course gives your adversary more damage points!
Creates a poisonous cloud.
Magic is an integral piece of Two Worlds. And as you'll soon discover, there are plenty of spells to learn.
The magic system is like many things in Two Worlds; it isn't quite what you'd expect.
Sure there's spells aplenty to cast, including some RPG staples such as Fireball, but how you go about becoming a powerful mage and learning new spells is anything but standard.
Since there aren't any classes in Two Worlds, anyone can be a spellcaster. In fact, everyone in the single-player game starts off with access to first circle Air and Fire schools, and begins play with the spells Firebolt and Heal. Like all the starting skills in the game, you're given these so you can give magic a try and see if it floats your boat. It's when you advance in levels that you decide if you're going to devote any of your hard earned skill points toward enchanting pursuits.
That's right, the five schools of magic -- Air, Earth, Fire, Water and Necormancy -- are skills right alongside Swimming, Lock Picking and Horse Riding. There are, however, a few slight differences between the schools of magic and other skills. First, you can invest a maximum of 15 skill points into each school rather than the max of 10 other skills have. Second, when you invest a skill point with other skill you see an immediate benefit. With magic, it takes multiple skill points before you reach the next plateau of power. 1 skill point gets you access to first circle spells, a total of 3 skill points earns second circle spells, 6 points third circle, 10 points fourth, and finally 15 skill points gives access to the most powerful fifth circle spells. So dabbling in magic is easy, but mastering it will take some serious dedication.
Most on the wizard path will likely choose one school of magic as their primary focus, and quickly pump up that skill to the highest level as quickly as possible. Which school to specialize in will boil down to a matter of preference for some, but you may find yourself beefing up the type of magic you've found the most cards for.
Every spell has a card associated with it and just like any other piece of equipment, you'll have to buy, find or steal them to put them in your inventory. The cards of the same spells are added up together to create more powerful versions of that spell. In addition, you'll also occasionally find booster cards that have such effects as reducing the mana required to cast a spell or increasing a spell's duration. Booster cards can be stacked as well, although there are limits to what they can do to a spell. If you boost a spell too much, however, you'll create a spell that costs more mana than you have to cast!
Available boosters (by propheet)
-Mana saver: works up to 99% reduction in cost (subtractive). 5 cards do something(20% per card)
-Spell damage: hard-wired spell damage limit applies. Only work on damaging spells. 20% damage increase per card, also affects mana consumption.
-Spell level: adds 2 levels of spell per card. Hard-wired spell damage/bonuses limits apply. Work on all spells. Affects mana consumption.
-Summoning Booster: allows to summon more powerful creatures. 2 additional levels to summoned creatures per card. Affects mana consumption.
-Spell Duration: increases the timing values for prolonged effects' spells. 20% lifespan increase for the timed spell.
Ever get sick of finding the same sword again and again? Thanks to Two Worlds' clever inventory system, you'll be rewarded every time you discover an identical item.
Imagine, if you will, this typical role-playing game scenario. You're exploring old ruins when you're suddenly attacked by an ogre. You fight a vicious battle and, in the end, the ogre's bloody body falls to the ground. You smile victoriously, then search your fallen foe for some hard-earned loot. There's some gold, a couple potions, and a long sword which happens to be identical to the one you used to slay the ogre. "Great," you think to yourself. "Another friggin' long sword." To make matters worse, you can't even carry it back to sell off because you're already over-encumbered. You slink away empty handed, and wonder why you bother searching felled enemies at all.
In Two Worlds, the above scenario would play out almost identically, except upon discovering the duplicate weapon, you'd be thinking, "Great, another long sword. I can combine that with the one I'm using now, then maybe I'll find another one or some power gems to make it even stronger. I should search around here to see if there's more ogres carrying long swords."
Anything that can be equipped on your character can be forged together with a similar item to create a more powerful version. And we do mean anything: weapons, shields, helmets, cloaks, rings, staves, boots, gauntlets, quivers - the list goes on and on. There are so many creation possibilities that many store their works in progress on the saddlebags of their horse or in a remote chest, just in case another potential addition is found down the line.
Propheet says....: "Be warned though, only some identical items can be stacked - once 5 additional bonuses are imbued in an item, it can only accept stacking from another item with some or all of the SAME bonuses. You have to plan your stacking in advance. If you stack too much, the minimal level requirement will also be raised - this ensures you don't become too powerful too soon. Damage and defence statistics are not added up - but rather increased on the percentile basis for weapons and armour pieces respectively."
The inventory system is easy to use, but surprisingly deep.
But how exactly does item stacking work? The in-game process couldn't be simpler. In your inventory menu, if you highlight an item that could be combined with another, both will turn green. It's just a matter of a few button presses to meld them together. Your new item will weigh only as much as that piece of equipment normally would, so stacking is also a handy way of making space in your backpack.
Beware of my enchanted bow.
On top of all this, certain gems can be combined with weapons to give them elemental attack damage. Different gems will imbue fire, cold, electricity, poison, and mana damage capabilities onto weapons. Just like item combining itself, there's no limit to how many gems you can put on a single armament, but you can only have one type of element attributed to it. Thus, if you decide to create a blazing axe by popping a couple fire gems onto it, you can't later slip on some electricity gems. In both single-player and online this means you can't judge a foe by their equipment alone. After all, it may be just an orc with a club, but that club could be powered-up to deal over 500 damage in a single blow!
Propheet says: "These gems show some percentage on them -10,20 or even 50! This is taken into consideration first time you enchant a weapon - then the percentages are tied to the mean arithmetical of the damage the weapon can deal. So a mightier sword will yield a bigger elemental bonus than the same sword with smaller physical damage. When more gems are added, they raise the elemental damage a bit lower, taking this time only the base elemental damage into consideration(as far as their percentage is concerned)."
Perhaps the most interesting result of this entire equipment creation process is how it forces players to make interesting choices. Since within hours of play, you'll likely have a plethora of arms and armor stored away, you'll also have different items that you want to use for different reasons. Sure, this sword does more damage, but this sword also gives you the Berserking skill. This helmet increases your Intelligence, but this helmet also gives you immunity to poison.
It's choices like these that keep you playing - and just might keep you up at night.
Some would say that in life reputation is everything. In Two Worlds, reputation isn't everything - but it's certainly a hell of a lot. Different groups in the world of Antaloor will always have their eyes upon you, and your deeds throughout the game will have a permanent effect on how members of these groups treat you. As with any role-playing game, you'll have your share of useless encounters, but be careful not to say something insulting to the wrong villager. He may just be a member of a guild, and your unkind words will forever mar your dealings with other members.
Losing reputation is easy. Gaining it takes more work. Earning a group's trust will require you to perform tasks and undertake quests for them. Keep on doing deeds for a guild, and pretty soon you'll be in good standing with them. It all sounds simple. Unfortunately, certain groups don't care for other groups, and earning reputation with one could lose you reputation with another. If you're clever enough, you can keep your double dealings a secret. Just be careful not to get caught and have to pay a hefty reputation cost with both groups.
So what are the advantages of having a high standing? Certain groups are in charge of a particular function of society, so being renowned in these circles will make your life easier in general. For example, if you have a high reputation with the Merchant Guild, you'll have more advantageous buying and selling prices at all shops. In all cases, though, earning reputation with a group will allow you to take part in quests that are ever-more intrinsic to that group's existence. Continuing with the Merchant Guild example, at first you may just be performing a delivery as a test if you can even be trusted. When you're tight with the Merchants, you could be asked to guard a caravan that, if it doesn't make it to its destination, could ultimately cause the guild to disintegrate.
Your interaction and popularity with various guilds will have a natural reflection in the course of the game. Your behavior with the people around you changes their view of you. Also, you will only be allowed to receive certain quests if you have established a certain status with that group. When you take on a mission and do favors for a certain group, you will start to earn reputation points and this will ultimately affect your position in that group. For example if you are respected with the merchants, you will be able to purchase goods at a lower price. So remember: do unto others as you would have them do unto you.
Here are the groups you'll encounter on your travels through Antaloor:
# The Warrior Guild - Also known as the "Brotherhood
". They're known for protecting the borders against the visitation of evil that men call the Taint. This plague has been steadily spreading throughout the world since the Great War of the Gods.
# The Thieves Guild - The Giriza
guild is an infamous crime organization that prefers to work in secrecy. They are the people to see if you find yourself stumped with a tricky quest or if you need a rare object.
# The Merchant Guild
- Started as a way for prices throughout Antaloor to be regulated, this guild has since expanded into providing bodyguards, and policing regular trade routes.
# The Mages Guild("The Society
") - Is devoted to all the secrets of magic, and making sure they don't fall into the wrong hands.
# The Necromancers
- The dark side of magic. Be advised of the risks before you get involved with these mages and their life-threatening quest.
# Karga Clan
- A group of distrustful barbarians that control the north. Since this guild is enemies with Skelden House, they will ask you to work against them.
# Skelden House
- More civilized than the Karga Clan (but not by much), they too will ask you to work against their enemies.
# The Strangers
- A very secretive group that you might not even know you're working for.
An Example of Reputation in Action
You've been working with the Merchant Guild for a while now, slowly earning a good reputation and their trust. The Merchants' Guild leader, Talor Ravindard, has decided to ask you to perform a dangerous task. He wants you to murder Aki Hosuno, the leader of the rival Thieves Guild, the Giriza. Talor believes that if you can accomplish this for the Guild, the Giriza will weaken, allowing him to gain stronger authority of the underworld. After this, you will be rewarded handsomely with 30,000 gold pieces and an immediate increase of your reputation. Doesn't sound too hard, right?
However, to even reach Aki Hosuno, you have to gain the trust of the Giriza by doing a couple of favors for them. After working as a double agent, you finally earn a meeting with Aki - who offers you an equally handsome reward to eliminate Talor Ravindard. At this point, you have three choices: kill Aki, kill Talor, or continue to try and work both groups to your advantage. All three choices will have a serious impact on your future dealings in the world, and no choice is an easy way out. Life in a role-playing game has never been so deliciously difficult.
NPC classes (by Propheet)
You'll soon see, that there are lots of NPCs in Antaloor, but only few will have something useful to say. To differentiate, don't remember names - the game mostly generates names randomly
, only some npcs stay named in some manner forever. See the cursor icon instead:
- Grey/black cursor, round: Generic npc, with not much to say.
- Green cornered cursor, square: Quest-related npc, useful.
- Blue cornered cursor, square: Regressor, the one who helps you forget.
- Orange cornered cursor, square: Trainer. The one who gives you new skills.
- Goldcoins/Purse cursor: Merchant. Where you buy stuff. Only certain merchants have necromancy related items or lockpicking/thief's equipment.
Levelling system (by Propheet).
-When you gain a level, you get some parameter points to invest (5) and some skillpoints (1 or 2). Then you assign them according to your liking.
-In addition, on achieving a certain milestone (in Xbox 360 - achievement step) you gain 1 skill point for free. The milestones include: creatures killed, number of thefts, number of picked locks, number of activated teleports. In Xbox 360 there is a specific achievement list (look for the link below) which includes almost every levellable aspect of the game.
-Also, on pre-finishing the quest before having it activated(taken), like killing some monsters before getting a quest, you get bonus skillpoints- up to 3.
-There is no per-action levelling. Swimming a lot won't give you higher strength or raise your swimming skill's level.
-There is an ability to deinvest both skills and stats with the help of soulpatchers/regressors. For a moderate price they will make you forget what you learned, much like in Silverfall(only with less bugs). The unlearned points are not lost, you can freely(almost....) reassign them.
Combat system (by Propheet).
All melee(and partly ranged) combat statistics are related to and ruled by Strength and Dexterity. It's not yet clear how strength exactly influences the damage, but it increases overall damage dealt nevertheless. Dexterity, on the other hand, seems to be the essential parameter, because it rules over defence and attack percentages of all the characters. How it is done point-by-point is also unclear yet. But the fact is that Dex increases overall damage and defence capabilities of any non-spellcaster.
The combat system in 2w is realtime, semiautomatic. It's not binary like in other games. Thus, except some extreme cases, when your very sharp sword touches your enemy, there is always some damage, and when the monster gets its claws on you, you'd better have potions. Blocking with a shield is non-interactive. Thus, only when an automatic evasion mode (AEM) is turned on, you will see the active blocking animation. The same goes for automatised dodge/evade. You can, however, interactively hit and jump back to avoid blows.
It's when you are passively soaking blows. You don't hit with a spell, a sword or a bow. In this instance, chance of blocking with a shield occurs- as per shield's statistics. If you succesfully evade critical hit by an enemy, AEM will make your char evade. When you are attacking, the AEM works only if you have invested in "Defensive Combat" skill. Any warrior can swing a sword at an enemy. Only a skilled one can evade arrows, block with the shield, and land blows at the same time.
To somehow balance out the lack of active shield blocking, use backjump. It will help you to avoid the "crushing blow" type of attack, dealt by huge creatures(bears included). The damage otherwise taken is usually lethal, and only the most armored knights will not die from it.
You will see some defence and attack percentages in the char-screen. They work on damage reduction basis, not in binary fashion(as stated above). This means, that 60% attack allows you to deal 60 out of 100 damage points listed in the "damage points" area. Accordingly, a 60% defence reduces all possible damage from the enemy by 40%. You may ask, "so my percentage stays the same for all enemies? how come - some of them are harder to hit!". The answer is, that everything in the game is player-centered, and generated in some relation to the player (but there is NO level scaling!). Percentages only reflect how will your player deal with the monster/enemy of EQUAL level to you. So, when you raise your level, but not your Dexterity (it rules both percentile values) you will logically see the percentages dropping.
Some enemies are very resilient. There are several types of damage resistance in the game. It, on the other hand, works on point-per-point basis, so what you see in your resistances list is exactly the numerical amount by which the damage input will be reduced. I.e. 100 in slashing resistance reduces any incoming slashing damage by 100 points. That's aside from percentile reduction due to defence/attack.
Enemies which are "immune" to some damage will still receive some damage from what they're resistant to. However, the per-point resistance there is so great, that you will probably never exceed 1 point of damage dealt. (that's because there is no binary system, so game has to somehow record your blows - even if the damage is completely resisted!).
The nametag of the enemy will be coloured differently to reflect it's compared level - compared, that is, to you. Green colour of the nametag - lower level being. White/grey - same level being. Red - higher than you, possibly dangerous.
Some skills unfortunately don't yet work as advertised.
*Avoid unhorse strike; there are no mounted enemies, as of yet (1.4), so there's noone to unhorse in Singleplayer
*Avoid critical hit - it's only tied to knockbacks in AEM, so no damage increase for you.
*Invest in stone skin, this gives basic per-point resistances to physical damage.
*Invest in knockback and balance: knockback will properly be applied in the instances, where critical hit should be landed, but since the critical hit is not working, you'll see that it works rarely. Balance, however, is crucial: this one diffuses enemy's critical hits on you, so you don't get more damage and are not knocked back.
*Shield "parry" capability works in an unclear manner. The statistic seems to only be taken in consideration when actively (i.e. while landing blows) fighting against archers. Otherwise, shield blocking only occurs when in AEM. So "parry" skill is a bit useless atm.
*Dual wielding is also a bit broken; because it gives you no advantages over shield+weapon combination, since the attacks from dual weapons are of the same speed and damage/reach as attacks with single weapon. But since shield also gives some bonuses to other entities, such as resistances and parameters, it's more feasible to use it instead. Weapons receive other-than-damage bonuses only later in the game, and to a much lesser degree(the bonuses are smaller).
*Deadly strike, performed in sneak-mode with a dagger will let you land uber-damage blows even if creature detects you. This will be corrected.
The Weapon System
As in traditional RPG games, weapons deal different kinds of damage. Unlike traditional RPGs, this is non-binary(see combat) and non-intervalled(despite what's seen in weapons descriptions).
*Swords/Sabres: Slashing damage
*Bows(based on quiver, see below): Piercing damage
*Clubs: Bludgeoning damage
*Mogensterns/Maces/Tabars: Slashing and bludgeoning damage.
: Piercing damage, slashing damage
*Hammers/Warhammers: Bludgeoning damage
Speed and reach of the weapons
Unlike other RPGs, there are no power-hits, or difference between long and short press of the attack button. There is, however, something called weapons special ability, or combo.
To activate a combo you need to press the attack button several times in a row. First tier of combo is achieved by 2 presses. Second(and final) is achieved by 4 or more presses. From this point on, next presses in quick progression will just repeat the combo animation, depending on number of presses.
The speed of the swing itself makes your weapon impact the enemy faster (amount of time between your button-press and effect on the enemy is shorter) or slower depending on the weapon, but not depending on your speed of pressing the button! Thus, it's the weapon class/mesh which determines the speed of attack, not your thumbs/fingers.
In combo mode the speed and reach of the weapon that you SEE is not the same as the real one affecting the enemies. Thus, while long-reach twohanders seem to clear the area immediately in front and back of you(in combo-mode), in reality they wound ALL enemies surrounding you in a very wide radius(which makes deadly pirouette unnecessary waste of points). The combos are really different (both as far as animation and the speed between the hits and reach of any blow) for each weapon, but don't seem to affect damage or accuracy(see above), just the reach and speed. Normal blows only take into consideration basic class of the weapon and basic reach/speed tied to that class. To learn more about what combo looks like for each weapon, you'd need to play the game. Some basics are listed below:
(all infos intuitive, tested on summoned animals, normal sword as base reference, reach intuitive)
Shortest onehanded weapon(normal attack), with shortest reach: Some sabers, dagger, swordbreaker.
Longest onehanded weapon(normal attack), with longest reach: Uncommon swords, Proper KR swords.
Fastest onehanded weapon(normal attack), with shortest period between next animations: sabers(cords), daggers.
Slowest onehanded weapon(normal attack), with slowest period between next animations: hammers and some axes.
Weapon Class/normal speed/combo speed/normal reach/combo reach(+combo radius)/combo description
Short clubs, short sabers, short axes(2 or 3 boxes in inventory)/1.5/1/0.5/1(approx.90deg)/ slashing japanese wakizashi-style sideswings.
Basic animation: side-to-side slash, with short backwards on-swing(no effect on creature behind).
Normal sword, longsword, sabre, regular KR/ 1 / 1 / 1 / 1.5(approx.90deg.) / slashing japanese wakizashi-style sideswings
Basic animation: side-to-side slash, with backwards on-swing(creatures on back-right affected).
Bastard Sword,some larger swords/ 0.8 / 1 / 1/ 1.5(approx. 120 deg.) / as above
Basic animation: same as above(longer reach - more creatures affected at once).
Kit Rae sword proper / 1.2 / 1.2 / 2 / 2.5(approx. 220deg.) / as above
Basic animation: same as above(longest reach - all surrounding creatures in range affected).
Uncommon swords / 1.5 / 1.5 / 2 / 2.5(approx.220deg.) / as above
Basic animation: same as above(longest reach - all surrounding creatures in range affected).
Mace,morgenstern,club,onehanded axe, tabar, onehanded warhammer / 0.8 / 0.5 / 0.8 / 0.8(approx. 100 deg.) / wide, short swings.
Basic animation: same as above(short reach - only front/back-right affected).
Twohanded short axes,twohanded short maces / 0.8 / 0.6 / 0.8 / 0.8(approx. 80deg.) / narrow, short swings.
Basic animation: same as above.
Twohanded long axes, heavy clubs, heavy maces, twohanded swords / 0.5 / 0.5 / 2 / 2(approx. 360deg.) / wide, long swings with turn-around on second blow.
Basic animation: wide side-to-side slash, with backwards on-swing(everyone affected within reach).
Polearms,spears,farmequipment,magic staves / 1 / 0.6 / 3 / 3.5(more than 360deg.) / very wide, deceivingly non-circular in radius swings for every second blow, with weapon direction change on switching left/right "hemisphere" of attack.
Basic animation: short(deceivingly) thrusts in front of the player(only front affected, with longest range).
Damage of the weapon
Two physical kinds of damage at once may be applied by a weapon. This is not random - it's tied to specific type of the weapon. See monster section to see where which damage is applicable.
Stacking weapons will not "add" means arithmetic; it will rather increase the overall resulting damage in a percentile manner; this is probably somehow connected to the damage interval (which is the only disproving feature as far as mean-arithmetic theory is concerned).
There are some ambiguities as far as weapons' effects are concerned. For the most part, the non-binary system's workings explain and predict weapon behaviour properly.
- The damage stated in the weapon's description is not taken into consideration verbatim in fights, or in interface infos.
- Strength is the ruling parameter of all physical melee damage(unclear how yet).
- Magical damage is never intervalled.
- Only one kind of magical damage can be used in a weapon at a time(see Kit Rae for exception).
- The damage interval itself is probably stated just to show how the mean arithmetic is achieved. As of now, it seems that only the mean damage is shown in the interface(+bonus from Strength) and applied to the enemies. Some weapons have also some hidden "multiplier" which increases the base. It is probable, that all this is due to the non-binary combat approach, possibly to reduce the calculations load on the PC. This also explains why critical hit does nothing, and why stone skin- does.
- It is also quite certain now, that all types of physical damage are dealt at once, as well as all elemental (see below) kinds.
- If the creature has less hitpoints than the weapon, the max damage inflicted to it will be capped by the creatures cap.
- Weapons speed and reach is tied to its class only, not to it's mesh/material. Thus physx are not ruling "damage on impact/contact". If this is not the case, the long-reach weapons are only 2handers, not one-handers. So, 1-handed uncommon sword (the big one in png in inventory) will have the same reach as Kilgorin-small(the small random version - see Kit Rae below).
- Animation of the blows of one-handed weapons is not tied to their reach. Experiment to see where the range of one-handers ends. Most likely, the range is FIXED for all one-handed weapons REGARDLESS of their class and material.
- The speed, however, is tied both to class and to material of the weapon, and
- different animations of attack are used with different classes of one-handed weapons.
- Twohanders animation, as well as staves', or spears', is by far the most accurate, but the least varied. All 2handers seem to have the same range. So aiming/positioning your char makes sense here, but because of the wideness of the swing, Deadly Pirouette skill does not.
- The "strength" parameter in bows themselves determines the outcome of the damage on the enemy. It is ruled by Dexterity(for the damage outcome calculation).
- The strength value of bow seems to be multiplied somehow by dexterity. While this may not be shown in the char-screen in the interface, there is a connection.
- The "interval"(not applied, probably as with melee - the mean arithmetic) and kind of damage dealt by bow is determined by the quiver used.
- Piercing quivers are the most common. Later on you will find (enemies/vendors; probably not in chests) bludgeoning damage quivers, finally there will be slashing damage quivers.
- Best results are achieved when aiming while camera points exactly in front of the player at the target. This suggests, that all casting and archery is camera-tied, so all "projectiles" are launched PERPENDICULAR to the camera view Y-axis(vertical plane).
- This also leads to the necessity to be positioned exactly face-to-foe before shooting.
- Some randomization occurs as far as horizontal "wobbling" of the missile is concerned(meaning left/right sway of the trajectory). This is seen in both free-cast missiles and bows(auto-aim off). Why is it so is not clear yet.
- If arrows/spell missiles touch or strike through an untargeted enemy, no damage is received by that enemy. This suggests, that physx effects also don't apply to ranged combat. However, if YOU wander in the trajectory of enemy's missile, you will receive damage.
The above infos can be considered obvious; however, some people seemed in the dark about the inner workings of the weapon system(thus basics are explained).
Kit Rae weapons
Around level 40 every character starts to receive Kit Rae named swords and Axe in loot, somewhat later they become available in selling. After approximately 50th level these weapons disappear from vendors, and are found EXCLUSIVELY on bodies. Their chest appearance is also restricted.
The Kit Rae models can be found here
There are several varieties of Kit Rae weapons available in game:
-Basic: these are stackable, white-coloured in inventory, smaller swords, generated WITHOUT elemental damage (at first occurences; later they may be generated with random bonuses, where spiritual damage may occur). These have very basic statistics and mean arithmetic+strength bonus is applied. The following ones have been known to appear in their "basic" variety:
Kilgorin(0), Anathros, Elexorien, Luciendar, Valermos(0).
-Axe: Black Legion axe starts to appear and disappear bit later than basic swords.
-Proper: these are stackable, coloured as on Kit Rae website, larger swords, generated WITH fixed elemental damage. The elemental damage is enchantable as usual, but there is the hidden bonus multiplier of damage, applied aside from strength bonus. Thus, enchanting works best in their case. The following swords have been known to appear:
Kilgorin(1)(lightning damage), Valermos(1)(fire damage), Avaquar (cold damage).
-Unique: only one of those - Valermos - appears as a truly unique item. It's only obtainable with bonuscode. It has fixed lightning and enchantable poison damage, thus becoming the weapon of dual elemental damage (otherwise impossible in the game). Again, there is a hidden damage multiplier, only much, much bigger than the one in "proper" Kit Rae weapons.
On registering your game you will receive an email with ONE bonuscode which then can be applied via console ("`" on keyboard). It will look like this:
XXXX-XXXX-XXXX-XXXX , and only numbers (not letters) will be in it.
Syntax in console:
where xxxxxxxx is the bonus code in email. Some users have been known not to receive anything if dashes (-) were used, thus it is suggested that you input your code in non-hyphenated manner.
ATTENTION! BONUSCODES ONLY WORK IN SINGLEPLAYER MODE!
Also, you should input the code while NOT in inventory/interface, and the mouse cursor should point to the ground near you. This is because the cursor position determines where the item will be generated.
Please remember, that only one instance of a code may be used by one character. If by some chance you will get your hands on more codes (which is disencouraged), please keep in mind that only codes for separate items will yield results. Different code for the same item will only work once.
Bonuscode items DO NOT STACK with other weapons; and since there is only a possibility to have one at a time same-stacking is impossible to test.
Bonuscodes are probably issued on regional basis; i.e. they're tied to the place where you purchased your game.
Valermos, The sword of fire. (Dual elemental damage, basic damage shown - low, basic damage dealt - VERY high)
Great Shield of Yatholen. (low statistics, one bonus feature. Parry seems to be applied more generously in combat/AES than with other shields even if statistics show it to be low)
Probably- Australia or UK or USA:
The Spear of Destiny. (statistics and functions unknown)
The armor of Darkness. (base defence exactly as in model of normally appearing armour on which it's based, one bonus statistic)
The Bow of Heavenly Fury. (statistics and function unknown)
ALCHEMY SYSTEM (by propheet)
Alchemy has been seriously limited in 1.4 patch. Now, whichever statistics any ingredient presents are automatically generated in a potion. So: no unpredictable brewing effects, no unusual permutations except in minerals, but also - no fixed secret recipes. You can forge your own recipes, to your liking, just by comparing the list of effects of any ingredients and adding it to the mix. Your alchemy level will make your potions stronger. At around level 4 alchemy your basic restoration potions and basic strength values of potions will reach 80% of their potential. After that, full potential is only achieved at level 10. Please remember- your alchemy level only affects numerical values of achieved effects. It does not affect which effects will be in the potion(this is determined, as I said, by ingredients used) or if the potion will be brewable at all (anything and everything possible can be brewed as efficiently at 0 level alchemy as at 10 level alchemy, though at 0 level your potions will reach fraction of their potency as far as numbers are concerned).
There are several classes of alchemy-related ingredients in the game:
-Minerals. These are rubies, diamonds, salt, etc.. See below for their analysis.
-Gems. These allow weapon enchantment. They cannot be used in potions, but can be an outcome of brewing. See other sections of the guide for their functions, see below their description and analysis.
-Restoratives. These are usually meat-products. They, unlike other ingredients, need no cooking, and can be eaten raw. Their effectiveness is lower this way, however.See below for their analysis.
-Timed effect ingredients. These are not covered in this guide, since there is no philosophy in their brewing at all, except some tips(listed below). Timed effects are clearly stated in the ingredient's description.
-Permanent effect ingredients. These have subclasses - permaherbs, permaplants and permabodyparts. They are a bit more sophisticated, that's why they have been described in-depth below.
*Timed effects are bugged atm. The more ingredients you use, the less time the resulting potion will have. But it will be more, much more potent (as far as the buff's strength is concerned). It is ridiculous, but potion which gives you +300 strength should really just boost you for seconds, otherwise you will become killing machine much too soon for much too long a period.
After you drink a timed potion, you can check how much time is left until it wears off in your character screen.
*Remember, that your maximum ingredient count is 10. Up to 5 different kinds of ingredient can be used at once (5 slots to input the ingredients only). Maximising the variety and potency will force you to use each of the five ingredients twice(so each slot contains two of a kind, and all slots are occupied).
*Harvesting ingredients DOES NOT increase any skill, and is not counted as an achievement in PC version.
*Gems CANNOT be an ingredient of a potion. They can, however, be the outcome of the mixture.
*To avoid coming up with unnecessary traps, use potions as ingredients, or make plant or bodypart prevalent ingredient in the mix.
*To avoid coming up with unnecessary damage gems, use potions as ingredients, or use also other ingredients(not just minerals).
*To make your potions last longer, add restoratives to the mix.
*NEVER mix permanent and temporary affecting ingredients together.
The following minerals are available in Antaloor:
Amber - Resistance to fire +10. 2x - 20% fire damage gem. 5x - 50% fire damage gem.
Azurite - Resistance to cold +10. 2x - 20% cold damage gem. 5x - 50% cold damage gem.
Diamond - All resistances +10. Mix with potions to get permapotions. Mix with itself to get first listed property as damage gem(+poison).
Garnet - Resistance to lightning +10. 2x - 20% lightning damage gem. 5x - 50% lightning damage gem.
Magnesite - Resistance to lightning +10. 2x - 20% lightning damage gem. 5x - 50% lightning damage gem.
Opal - Resistance to physical +10. 2x - 20% poison damage gem. 5x - 50% poison damage gem.
Salt - Resistance to physical +10. 2x - 20% poison damage gem. 5x - 50% poison damage gem.
Silver - All magical resistances +10. Mix with potions to get permapotions. Mix with itself to get first listed property as damage gem(+cold).
Sulphur - Resistance to fire +10. 2x - 20% fire damage gem. 5x - 50% fire damage gem.
Topaz - Resistance to fire +10. 2x - 20% fire damage gem. 5x - 50% fire damage gem.
Add damage gems frequency/availability:
Fire: 71 small, 35 medium, 10 large.
Lightning: 121 small, 37 medium, 14 large.
Cold: 14(!) small, 51(!) medium, 19 large!
Poison: 72 small, 26 medium, 19 large.
Availability is counted subjectively with absolute numbers - what I have collected without any resell, alchemy, or enchanting. Thus - the number stated is exactly the number I have found during my trekking, in 80 levels, and 70 hours of gameplay.
The existing minerals with permanent resist/damage properties reflect in-game appearance of appropriate gems. Thus FIRE and LIGHTNING are common, POISON is a bit less common, and COLD is least common(or weird- see above).
To force the mineral to become a trap use timed potions or herbs together with it. To force mineral to be brewed into a permapotion affecting resistances, use other potions with it. Best results are achieved with one restorative potion and 9xMineral. Note, that Dragon's Scale and Earth Element Stone are not used here, since they are yielding basically potions, not gems, so despite their descriptions they are not minerals.
Minerals with +10 to resistance(s) will be added in mix normally, i.e. 2 of them will give 20 percent gem, 5 of them - 50 percent gem. However, the multi-protective minerals will only yield gems with damage respective to FIRST listed protection kind; for example, in silver, cold is listed first, so it takes over the mix, and is counted as usually - 2x to get 20%, 5x to get 50% damage gem.
The minerals with +15 to resistance are there for a reason(and are a bit rarer for this same reason). Their protective/damaging stats are rounded up when not reaching the required limit. SO: 2 of them will yield 20%, but 3 of them (thus 45 to resistance) will yield 50%!
Minerals are found almost everywhere. They are not buyable, however. Some of the minerals are free for the taking straight from the ground. Magnesite, for example, has been rumoured to be found near Eye Lake, in Devil's Chamber region, and in Four Oaks Cave. Sulphur sitings have been reported in Drak'ar desert. Some say, somewhere in Antaloor even diamonds may lie freely for the taking...
Restorative ingredients can be eaten without cooking. However, their healing potency can be boosted by brewing. They are generally very easily obtainable at any level, anywhere, both as plants, lootable ingredient in chests, and from slain enemies.
Frequency stated below is counted subjectively out of 10. 10 is maximum, which means the ingredient is very easily found, 1 is minimum, which means the ingredient is relatively hard to come across.
As usual, your best bet is to use 10 of a kind in a mixture for best effects. Note that without proper depoisoning agent your healing mixtures will not have curative properties. Please take into consideration the frequency against potency of the ingredients to come up with the most time and effort effective result.
There are following restorative and curative ingredients in Antaloor:
Bloatroot - rest. 250 HP, MM:3750, frequency: 3.
Boletus - rest. 100 HP, MM:1500, frequency: 9.
Diptame - rest. 200 HP, MM:3000, frequency: 4.
Dotted Toadstool - cures poison, grants immunity to it, 5 mins effect.(mix 2x or with any potion), frequency: 5.
Foodball - rest. 3000 HP, MM:45000, frequency(in loot): 3.
Goose Liver - rest. 500 HP, MM:7500, frequency(respawnable in towns!): 10.
Meat - rest. 200 HP, MM:3000, frequency(in many, many creatures!):10.
Might of Nine - rest. 150 HP, MM:2250, frequency: 5.
Rabbit Bladder - rest. 95 HP, frequency: 9.
Ripper Muscle - rest. 500 HP, MM:7500, frequency: 7.
Scorpion Venom Gland - cures poison, grants immunity to it, 2 mins effect.(mix 2x or with any potion), frequency: 2.
Spider Silk Gland - rest. 1500 HP, MM:22500, frequency: 1.
Hear and below, MM stands for Maximal Mix, i.e. the output from 10 ingredients of the same brewed at 10th level of Alchemy.
Availability is counted subjectively with absolute numbers as collected without any resell, alchemy, or omission on the map(hopefully). Thus - the number stated is exactly the number I have found during my trekking, in 80 levels, and 70 hours of gameplay.
Permaplants are not so frequent. They have to be actively sought for, since they don't usually grow in easily accesible places, or in plain view. They hide in bushes, are hugging the steep hills, grow around dangerous enemies, or are abundant where no-one usually wanders. Plants in this game are only harvestable, never lootable or buyable.
Both permaplants and permaparts are brewed with same algorithm. It states that if some entity is affected by 1 or 10 in ingredient's basic description, then maximum possible mix will yield +18 or +180 to said entity. So, you don't actually need to have 10 and 10 only of the same kind. You can synchronise the ingredients you use so that they affect some entity together in a similar fashion. Like 5 of ingredient A plus 5 of ingredient B, both affecting, say, Vitality by 1, will yield the same result as 10 of either A or B. This can be seen when mixing Northern Frostroot with Ghoul Brain. Since both affect the same entity to the same degree, they can be split whichever way to receive the desired +18 outcome. So, 1 Northern frostroot and 9 ghoul brains should yield the same result as 7 Northern Frostroots and 3 Ghoul brains. Once you get the hang of this pretty simple math, you can go further- you only have to keep in mind that your goal is affecting some statistic/parameter/resistance 10 times in a row in a similar manner. And it doesn't have to be just +1 to something... you can have even 10 times +4 statistic modified, using clever mixture of Beaver Fats and Headless Hearts and Trachids egg...
There are following permaplants in Antaloor:
Centaurium - Permanent +1 to Dexterity, MM:+18, Availability - 120.
Lavender - Permanent +10 to Mana, MM:+180, Availability - 66.
Northern Frostroot - Permanent +1 to Will Power, MM:+18, Availability - 100.
Saffron - Permanent +1 to Strength, MM:+18, Availability - 60.
Permanent body parts are available from specific enemies(as those enemies always drop the said part) or via loot in chests. They are NOT available at vendors.
Availability is counted subjectively with absolute numbers as collected without any resell, alchemy, or omission on the map(hopefully). Thus - the number stated is exactly the number I have found during my trekking, in 80 levels, and 70 hours of gameplay.
There are following permaparts in Antaloor:
Beaver's Fat - Permanent +2 to Vitality, MM:+36,Availability - 65.
Dragon Scale - Permanent +25 to all resistances, MM:+201 if with potion. Availability - 9.(main and most dragon quests not started.)
Earth Element Stone - Permanent +50 to physical resistance, MM:+450, Availability - 21.
Fox Liver - Permanent +1 to Dexterity, MM:+18, Availability - 33.(no respawn cheating was used).
Ghoul Brain - Permanent +1 to Will Power, MM:+18, Availability - 72.(necromancer's quest not started).
Headless Heart - Permanent +4 to Vitality, MM:+72, Availability - 11.
Pearl - Permanent +5 to Strength, +20 to cold resistance, MM: Str+90, Cold res+180, Availability - 52.
Trachids Egg - Permanent +3 to Vitality, MM:+54, Availability - 89.
Unicorn Horn - Permanent +4 to Vitality, +2 to Dexterity, +2 to Strength, +2 to Will Power, +50 Lightning Resistance. MM: +72VIT, +36DEX, +36STR, +36WILLP, +450LIGHTRES., Availability - 46.
Werewolf Spinal Cord - Permanent +50 to Mana, MM:+900, Availability - 55.
Wingless Eye - Permanent +50 to Mana, MM:unknown, Availability - 7.
Permapotions are generally very, very rare. You can drink them as any other potion, but... They can also be used in brewing. They use the same algorithm of brewing as any other permanent ingredient, though, so you can synchronise them - as above - to not have to use 10 of other ingredient(e.g. some permapart) to receive best effect. For example, bear's strength potion can replace Saffron in your recipes, and Dwarven Ale can be used instead of Beaver's Fat. Your options (while really limited) are thus a bit expanded. Also, keep in mind that the availability stated below was achieved after 70 hours of playing! So they really ARE rare.
There are following permapotions in Antaloor:
Bear's Strength - Permanent +1 to Strength, Availability - 4.
Dwarven Ale - Permanent +2 to Vitality, Availability - 3.
Evil's Blood - Permanent +2 to Vitality, +1 to Dexterity, +1 to Strength, Availability - 1.
Fox Heart - Permanent +1 to Dexterity, Availability - 7.
Throglin's Vine - Permanent +1 to Dexterity, +1 to strength, Availability - 2.
Best results if 5x2 used.
1x each simultaneously yields Vit+7, Dex+5, Str+5
(please give credit to original creator, Propheet, when copying this part(or any other part written by him) of the guide. Keep in mind, that this is Propheet's intellectual property, even if it's wrong/inaccurate sometimes
, so you should contact him before any re-posting or copying).
** Please be advised, that to use swordbreakers and daggers, you need to have one of the appropriate skills learned. They're only equippable then, and usable when in sneak mode and with specific skill activated (e.g. deadly strike, sword break). **
*** Please be advised, that any +skill bonuses only apply to learned skills, and never exceed
the maximum achieved by skill-point investments (i.e. 10 in usual cases, 15 for magic schools). So +2 to lockpicking only works up to the moment you invest 8 or less points in lockpicking. If you max it out on your own, nothing will add from the items. ***
MAP WITH TRAINERS:
Because so many people have a problem with search function, I put a link to
The Map with All Trainers
here. Please remember that the original creator is Nikoden, of the french semi-oficial forum of 2worlds. The credits go to him. I rehosted the file because original location exceeds traffic limits regularly. You can only find primary trainers here. For their copies/duplicates scattered around the world, there will be no map. YES, you can find a necromancy/alchemy teacher's location here.
Browse through this thread
to find out when the official release date is. Anyone asking or commenting on the release dates in other place than this thread or specifically related thread by Unknown or Quebehsenuf, will receive Jart! comment, and his/her thread will be CLOSED/DELETED.
About List of Achievements
Here is the complete list
of XBOX360 achievements.
Addendum -> Exp to raise a level chart:
Level | Exp. to raise to next
For a revised and more up-to-date version of the guide (complete with new features) see: