Cards | Magic Two Worlds II Guide
Last update: 11 May 2016
Cards
Amulet of spell
Amulet of spell The most important of all the cards, as it is the core of the magic - you need to own one to be able to make any spell. |
Carriers
Altar Creates an altar, which when activated starts the spell from the Section 2. In Section 2 you can only use spell with Enchant Card. | |
Area Effect Creates area effect with a range of 4m. Spell only works in the area around the player. | |
Enchant Creates effect on target with 2% Strength bonus. Will not target caster if the spell has a negative effect and an Enchant Card is placed in Section 1. | |
Missile Expels missile with a 2m/s velocity. The more cards you use, the more velocity the missile will have. | |
Summon Summon creature on 3rd level for 60s. The more cards you use, the higher level the summoned creature will have. | |
Trap Set up the traps for 60s. You can use only one card. It's best to use the trap in Section 1, while having a spell that will be casted after an enemy enter the trap in Section 2. |
Modifiers
Damage Changes the actions of the spell to damaging one. In the case of a positive spell (e.g. healing), the modifier allows to obtain an opposite action - a damaging one. | |
Protection Changes the effect of the spell to a positive one. Use the modifier in case if you want to get a positive effect of the spell that you cast on yourself (healing, resistance, etc.). | |
Time Extends the duration of an effect. A very useful modifier, for example, when summoning a creature or casting spells on yourself (defending). | |
Homing Makes missiles chase the target. Hero can be the target only if the spell has a positive effect. You can use only one such card. Useful modifier, whereby the missile will be chasing the opponent for some time. | |
Ricochet Makes missile bounces off 1-11 times. Very useful modifier when you use more than one section - thanks to having this spell in Section 2, it will affect all enemies, from which it bounces. Increasing the number of this modifier cards makes casting the spell very mana-consuming. | |
Spray Modifies a missile so that it fires 3-11 missiles. Very useful modifier when you use more than one section - thanks to this more than one missile will be fired, furthermore the spell from Section 2 will affect repeatedly. Increasing the number of this modifier cards makes casting the spell very mana-consuming. |
Effects (group - air)
Air
| Life
| Lightning
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Effects (group - earth)
Stone
| Undead
| Earth
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Effects (group - fire)
Fire
| Power
| Force
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Effects (group - water)
Psyche
| Ice
| Water
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Effects (group - necro)
Corpse
| Poison
| Decay
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