Magic is in the cards for Two Worlds |
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Reality Pump's explanation for Two Worlds' magic system sounds more like a convention of Magic: The Gathering players than the usual explanations of tapping into the Twisted Nether, sucking up Lifestream, or if your last name is Blaine or Copperfield. It's tied to a card system, organized in the Magic Book, and divided into five elementals or "schools": fire, water, air, earth, and necromancy. Each school's name sounds descriptive enough, so we can move on to levelling up magic. Every player always begins with a clean slate devoid of any magic and must seek a master of a school of magic (except Necromancy) who will take him on as a Padawan and teach him the ways of the Force (... you get what we mean). Necromancer wannabes gotta find and gain the trust of certain NPC characters in order to learn the black arts. There is a reason why it is called the black arts, after all.
Once he has mastered the basics of a school, the player should be able to access first-level skills, or "magic of the first circle." There are five circles of increasingly powerful magic per school, and to advance to the next circle, the player must collect skill points.
Now as to the magical skills themselves... as we said. it's Magic. They come in cards that can be bought and found anywhere in Antaloor. Aside from the magics themselves, there are also "booster cards" that can be used to augment active magic spells. Three boosters max per active magic spell. "Booster cards"... how Magic: The Gathering (Somehow, we wonder if the Xbox 360 version will take advantage of Marketplace to offer cards for cold hard cash).
To use these cards, simply drag a selected card from the Book into the Hotkey bar, where it will be readied for use. To activate, simply right-click on the desired card. Again with the Magic: The Gathering. Undeniably it's one very easy gameplay way to access and use magic in such an RPG as Two Worlds. Now if you will excuse me, I have a Booster Pack to purchase...
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