Two Worlds II Antaloor Post #20
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Two Worlds II enables players to put together an almost endless combination of magic spell cards - and to test their effect right away! The AP staff didn't have to be asked twice to try this out!
In our example, we decided to try a simple projectile spell - then we added an ice magic card to it - and that turned our research object into a flying ice rocket. But our little magic spell wasn't finished yet... to use it properly and effectively in tight passageways and dungeons, we added a ricochet effect - and our ice rocket bounced off the walls a few times before zipping into a group of stinking Zombies. And to maximize the damage meted out to the Undead, we added the final touch to our powerful ice rocket with a Multiplicator.
As the name probably tells you, several ice rockets are then fired at the opponents. This doesn't only sound cool - watching the effects of the rockets' strike is fantastic!
But let's take a quick look behind the scenes... all these spells are completely flexible; the player can adapt their impact and power as much as he wants, modifying parameters like duration, range and flight speed. The power of magic is bound up in spell cards, and these can be combined or pushed into amulets. So armed with an amulet and enough spell cards, you can delve into the ancient art of making spells. What, you don't wanna try it right now? OK, you can also buy ready-made spells!
In Antaloor today there are three basic rules governing the making of magic: Carriers, Modifiers and Elemental effects. The Elemental effects contain the essence of the spell, its core effect. In the following issues we'll tell you all about these features and all the consequences.